Added slang shaders for additional samples
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67
shaders/slang/radialblur/phongpass.slang
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67
shaders/slang/radialblur/phongpass.slang
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/* Copyright (c) 2025, Sascha Willems
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*
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* SPDX-License-Identifier: MIT
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*
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*/
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struct VSInput
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{
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float4 Pos;
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float2 UV;
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float3 Color;
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float3 Normal;
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};
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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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float3 Normal;
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float3 Color;
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float3 EyePos;
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float3 LightVec;
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float2 UV;
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};
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struct UBO
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{
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float4x4 projection;
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float4x4 model;
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float gradientPos;
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};
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ConstantBuffer<UBO> ubo;
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Sampler2D samplerGradientRamp;
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[shader("vertex")]
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VSOutput vertexMain(VSInput input)
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{
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VSOutput output;
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output.Normal = input.Normal;
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output.Color = input.Color;
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output.UV = float2(ubo.gradientPos, 0.0);
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output.Pos = mul(ubo.projection, mul(ubo.model, input.Pos));
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output.EyePos = mul(ubo.model, input.Pos).xyz;
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float4 lightPos = float4(0.0, 0.0, -5.0, 1.0); // * ubo.model;
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output.LightVec = normalize(lightPos.xyz - input.Pos.xyz);
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return output;
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}
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[shader("fragment")]
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float4 fragmentMain(VSOutput input)
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{
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// No light calculations for glow color
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// Use max. color channel value
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// to detect bright glow emitters
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if ((input.Color.r >= 0.9) || (input.Color.g >= 0.9) || (input.Color.b >= 0.9))
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{
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return float4(samplerGradientRamp.Sample(input.UV).rgb, 1);
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} else {
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float3 Eye = normalize(-input.EyePos);
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float3 Reflected = normalize(reflect(-input.LightVec, input.Normal));
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float4 IAmbient = float4(0.2, 0.2, 0.2, 1.0);
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float4 IDiffuse = float4(0.5, 0.5, 0.5, 0.5) * max(dot(input.Normal, input.LightVec), 0.0);
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float specular = 0.25;
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float4 ISpecular = float4(0.5, 0.5, 0.5, 1.0) * pow(max(dot(Reflected, Eye), 0.0), 4.0) * specular;
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return float4((IAmbient + IDiffuse) * float4(input.Color, 1.0) + ISpecular);
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}
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}
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