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 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;
}