Add slang shader for debug printf sample
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1 changed files with 73 additions and 0 deletions
73
shaders/slang/debugprintf/toon.slang
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73
shaders/slang/debugprintf/toon.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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float3 Pos;
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float3 Normal;
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float3 Color;
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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 ViewVec;
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float3 LightVec;
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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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float4 lightPos;
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};
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ConstantBuffer<UBO> ubo;
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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.Pos = mul(ubo.projection, mul(ubo.model, float4(input.Pos.xyz, 1.0)));
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float4 pos = mul(ubo.model, float4(input.Pos, 1.0));
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// Output the vertex position using debug printf
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printf("Position = %v4f", pos);
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output.Normal = mul((float4x3)ubo.model, input.Normal).xyz;
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float3 lPos = mul((float4x3)ubo.model, ubo.lightPos.xyz).xyz;
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output.LightVec = lPos - pos.xyz;
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output.ViewVec = -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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// Desaturate color
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float3 color = float3(lerp(input.Color, dot(float3(0.2126, 0.7152, 0.0722), input.Color).xxx, 0.65));
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// High ambient colors because mesh materials are pretty dark
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float3 ambient = color * float3(1.0, 1.0, 1.0);
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float3 N = normalize(input.Normal);
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float3 L = normalize(input.LightVec);
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float3 V = normalize(input.ViewVec);
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float3 R = reflect(-L, N);
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float3 diffuse = max(dot(N, L), 0.0) * color;
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float3 specular = pow(max(dot(R, V), 0.0), 16.0) * float3(0.75, 0.75, 0.75);
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float intensity = dot(N, L);
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float shade = 1.0;
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shade = intensity < 0.5 ? 0.75 : shade;
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shade = intensity < 0.35 ? 0.6 : shade;
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shade = intensity < 0.25 ? 0.5 : shade;
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shade = intensity < 0.1 ? 0.25 : shade;
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return float4(input.Color * 3.0 * shade, 1);
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}
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