Added slang shaders for additional samples

This commit is contained in:
Sascha Willems 2025-05-20 17:37:27 +02:00
parent 834ee9ed83
commit 24bc3e3aa9
5 changed files with 361 additions and 0 deletions

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/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct VSInput
{
float3 Pos;
float2 UV;
float3 Normal;
float4 Tangent;
};
struct VSOutput
{
float4 Pos : SV_POSITION;
float2 UV;
float3 LightVec;
float3 LightVecB;
float3 LightDir;
float3 ViewVec;
};
struct UBO
{
float4x4 projection;
float4x4 model;
float4x4 normal;
float4 lightPos;
};
ConstantBuffer<UBO> ubo;
Sampler2D samplerColorMap;
Sampler2D samplerNormalHeightMap;
#define lightRadius 45.0
[shader("vertex")]
VSOutput vertexMain(VSInput input)
{
VSOutput output;
float3 vertexPosition = mul(ubo.model, float4(input.Pos, 1.0)).xyz;
output.LightDir = normalize(ubo.lightPos.xyz - vertexPosition);
float3 biTangent = cross(input.Normal, input.Tangent.xyz);
// Setup (t)angent-(b)inormal-(n)ormal matrix for converting
// object coordinates into tangent space
float3x3 tbnMatrix;
tbnMatrix[0] = mul((float3x3)ubo.normal, input.Tangent.xyz);
tbnMatrix[1] = mul((float3x3)ubo.normal, biTangent);
tbnMatrix[2] = mul((float3x3)ubo.normal, input.Normal);
output.LightVec.xyz = mul(float3(ubo.lightPos.xyz - vertexPosition), tbnMatrix);
float3 lightDist = ubo.lightPos.xyz - input.Pos;
output.LightVecB.x = dot(input.Tangent.xyz, lightDist);
output.LightVecB.y = dot(biTangent, lightDist);
output.LightVecB.z = dot(input.Normal, lightDist);
output.ViewVec.x = dot(input.Tangent.xyz, input.Pos);
output.ViewVec.y = dot(biTangent, input.Pos);
output.ViewVec.z = dot(input.Normal, input.Pos);
output.UV = input.UV;
output.Pos = mul(ubo.projection, mul(ubo.model, float4(input.Pos, 1.0)));
return output;
}
[shader("fragment")]
float4 fragmentMain(VSOutput input)
{
float3 specularColor = float3(0.85, 0.5, 0.0);
float invRadius = 1.0/lightRadius;
float ambient = 0.25;
float3 rgb, normal;
rgb = samplerColorMap.Sample(input.UV).rgb;
normal = normalize((samplerNormalHeightMap.Sample(input.UV).rgb - 0.5) * 2.0);
float distSqr = dot(input.LightVecB, input.LightVecB);
float3 lVec = input.LightVecB * rsqrt(distSqr);
float atten = max(clamp(1.0 - invRadius * sqrt(distSqr), 0.0, 1.0), ambient);
float diffuse = clamp(dot(lVec, normal), 0.0, 1.0);
float3 light = normalize(-input.LightVec);
float3 view = normalize(input.ViewVec);
float3 reflectDir = reflect(-light, normal);
float specular = pow(max(dot(view, reflectDir), 0.0), 4.0);
return float4((rgb * atten + (diffuse * rgb + 0.5 * specular * specularColor.rgb)) * atten, 1.0);
}

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/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct VSInput
{
float4 Pos;
float4 Color;
float Alpha;
float Size;
float Rotation;
int Type;
};
struct VSOutput
{
float4 Pos : SV_POSITION;
float PSize : SV_PointSize;
float4 Color;
float Alpha;
int Type;
float Rotation;
float2 CenterPos;
float PointSize;
};
struct UBO
{
float4x4 projection;
float4x4 modelview;
float2 viewportDim;
float pointSize;
};
ConstantBuffer<UBO> ubo;
Sampler2D samplerSmoke;
Sampler2D samplerFire;
[shader("vertex")]
VSOutput vertexMain(VSInput input)
{
VSOutput output;
output.Color = input.Color;
output.Alpha = input.Alpha;
output.Type = input.Type;
output.Rotation = input.Rotation;
output.Pos = mul(ubo.projection, mul(ubo.modelview, float4(input.Pos.xyz, 1.0)));
// Base size of the point sprites
float spriteSize = 8.0 * input.Size;
// Scale particle size depending on camera projection
float4 eyePos = mul(ubo.modelview, float4(input.Pos.xyz, 1.0));
float4 projectedCorner = mul(ubo.projection, float4(0.5 * spriteSize, 0.5 * spriteSize, eyePos.z, eyePos.w));
output.PointSize = output.PSize = ubo.viewportDim.x * projectedCorner.x / projectedCorner.w;
output.CenterPos = ((output.Pos.xy / output.Pos.w) + 1.0) * 0.5 * ubo.viewportDim;
return output;
}
[shader("fragment")]
float4 fragmentMain(VSOutput input)
{
float4 color;
float alpha = (input.Alpha <= 1.0) ? input.Alpha : 2.0 - input.Alpha;
// Rotate texture coordinates
// Rotate UV
float rotCenter = 0.5;
float rotCos = cos(input.Rotation);
float rotSin = sin(input.Rotation);
float2 PointCoord = (input.Pos.xy - input.CenterPos.xy) / input.PointSize + 0.5;
float2 rotUV = float2(
rotCos * (PointCoord.x - rotCenter) + rotSin * (PointCoord.y - rotCenter) + rotCenter,
rotCos * (PointCoord.y - rotCenter) - rotSin * (PointCoord.x - rotCenter) + rotCenter);
float4 outFragColor;
if (input.Type == 0)
{
// Flame
color = samplerFire.Sample(rotUV);
outFragColor.a = 0.0;
}
else
{
// Smoke
color = samplerSmoke.Sample(rotUV);
outFragColor.a = color.a * alpha;
}
outFragColor.rgb = color.rgb * input.Color.rgb * alpha;
return outFragColor;
}

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/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct VSInput
{
float3 Pos;
float2 UV;
float3 Color;
};
struct VSOutput
{
float4 Pos : SV_POSITION;
float3 Color;
float2 UV;
};
struct UBO
{
float4x4 projection;
float4x4 model;
float gradientPos;
};
ConstantBuffer<UBO> ubo;
Sampler2D samplerGradientRamp;
[shader("vertex")]
VSOutput vertexMain(VSInput input)
{
VSOutput output;
output.Color = input.Color;
output.UV = float2(ubo.gradientPos, 0.0f);
output.Pos = mul(ubo.projection, mul(ubo.model, float4(input.Pos, 1.0)));
return output;
}
[shader("fragment")]
float4 fragmentMain(VSOutput input)
{
// Use max. color channel value to detect bright glow emitters
if ((input.Color.r >= 0.9) || (input.Color.g >= 0.9) || (input.Color.b >= 0.9))
{
return float4(samplerGradientRamp.Sample(input.UV).rgb, 1);
} else {
return float4(input.Color, 1);
}
}

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/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct VSInput
{
float4 Pos;
float2 UV;
float3 Color;
float3 Normal;
};
struct VSOutput
{
float4 Pos : SV_POSITION;
float3 Normal;
float3 Color;
float3 EyePos;
float3 LightVec;
float2 UV;
};
struct UBO
{
float4x4 projection;
float4x4 model;
float gradientPos;
};
ConstantBuffer<UBO> ubo;
Sampler2D samplerGradientRamp;
[shader("vertex")]
VSOutput vertexMain(VSInput input)
{
VSOutput output;
output.Normal = input.Normal;
output.Color = input.Color;
output.UV = float2(ubo.gradientPos, 0.0);
output.Pos = mul(ubo.projection, mul(ubo.model, input.Pos));
output.EyePos = mul(ubo.model, input.Pos).xyz;
float4 lightPos = float4(0.0, 0.0, -5.0, 1.0); // * ubo.model;
output.LightVec = normalize(lightPos.xyz - input.Pos.xyz);
return output;
}
[shader("fragment")]
float4 fragmentMain(VSOutput input)
{
// No light calculations for glow color
// Use max. color channel value
// to detect bright glow emitters
if ((input.Color.r >= 0.9) || (input.Color.g >= 0.9) || (input.Color.b >= 0.9))
{
return float4(samplerGradientRamp.Sample(input.UV).rgb, 1);
} else {
float3 Eye = normalize(-input.EyePos);
float3 Reflected = normalize(reflect(-input.LightVec, input.Normal));
float4 IAmbient = float4(0.2, 0.2, 0.2, 1.0);
float4 IDiffuse = float4(0.5, 0.5, 0.5, 0.5) * max(dot(input.Normal, input.LightVec), 0.0);
float specular = 0.25;
float4 ISpecular = float4(0.5, 0.5, 0.5, 1.0) * pow(max(dot(Reflected, Eye), 0.0), 4.0) * specular;
return float4((IAmbient + IDiffuse) * float4(input.Color, 1.0) + ISpecular);
}
}

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/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct VSOutput
{
float4 Pos : SV_POSITION;
float2 UV;
};
struct UBO
{
float radialBlurScale;
float radialBlurStrength;
float2 radialOrigin;
};
ConstantBuffer<UBO> ubo;
Sampler2D samplerColor;
[shader("vertex")]
VSOutput vertexMain(uint VertexIndex: SV_VertexID)
{
VSOutput output;
output.UV = float2((VertexIndex << 1) & 2, VertexIndex & 2);
output.Pos = float4(output.UV * 2.0f - 1.0f, 0.0f, 1.0f);
return output;
}
[shader("fragment")]
float4 fragmentMain(VSOutput input)
{
int2 texDim;
samplerColor.GetDimensions(texDim.x, texDim.y);
float2 radialSize = float2(1.0 / texDim.x, 1.0 / texDim.y);
float2 UV = input.UV;
float4 color = float4(0.0, 0.0, 0.0, 0.0);
UV += radialSize * 0.5 - ubo.radialOrigin;
#define samples 32
for (int i = 0; i < samples; i++)
{
float scale = 1.0 - ubo.radialBlurScale * (float(i) / float(samples - 1));
color += samplerColor.Sample(UV * scale + ubo.radialOrigin);
}
return (color / samples) * ubo.radialBlurStrength;
}