Add slang shader for mesh shader sample
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71
shaders/slang/meshshader/meshshader.slang
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71
shaders/slang/meshshader/meshshader.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 VertexOutput
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{
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float4 position : SV_Position;
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float4 color;
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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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float4x4 view;
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};
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ConstantBuffer<UBO> ubo;
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static const float4 positions[3] = {
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float4( 0.0, -1.0, 0.0, 1.0),
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float4(-1.0, 1.0, 0.0, 1.0),
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float4( 1.0, 1.0, 0.0, 1.0)
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};
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static const float4 colors[3] = {
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float4(0.0, 1.0, 0.0, 1.0),
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float4(0.0, 0.0, 1.0, 1.0),
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float4(1.0, 0.0, 0.0, 1.0)
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};
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struct DummyPayLoad
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{
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uint dummyData;
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};
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// We don't use pay loads in this sample, but the fn call requires one
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groupshared DummyPayLoad dummyPayLoad;
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[shader("amplification")]
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[numthreads(1, 1, 1)]
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void amplificationMain()
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{
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DispatchMesh(3, 1, 1, dummyPayLoad);
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}
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[shader("mesh")]
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[outputtopology("triangle")]
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[numthreads(1, 1, 1)]
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void meshMain(out indices uint3 triangles[1], out vertices VertexOutput vertices[3], uint3 DispatchThreadID : SV_DispatchThreadID)
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{
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float4x4 mvp = mul(ubo.projection, mul(ubo.view, ubo.model));
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float4 offset = float4(0.0, 0.0, float(DispatchThreadID.x), 0.0);
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SetMeshOutputCounts(3, 1);
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for (uint i = 0; i < 3; i++) {
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vertices[i].position = mul(mvp, positions[i] + offset);
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vertices[i].color = colors[i];
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}
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SetMeshOutputCounts(3, 1);
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triangles[0] = uint3(0, 1, 2);
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}
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[shader("fragment")]
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float4 fragmentMain(VertexOutput input)
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{
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return input.color;
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}
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