Added final missing slang shaders
Requires a very recent version of slang
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5 changed files with 431 additions and 0 deletions
140
shaders/slang/deferredmultisampling/deferred.slang
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140
shaders/slang/deferredmultisampling/deferred.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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[[vk::binding(1, 0)]] Texture2DMS samplerPosition;
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[[vk::binding(2, 0)]] Texture2DMS samplerNormal;
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[[vk::binding(3, 0)]] Texture2DMS samplerAlbedo;
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struct Light {
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float4 position;
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float3 color;
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float radius;
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};
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struct UBO
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{
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Light lights[6];
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float4 viewPos;
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int displayDebugTarget;
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};
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[[vk::binding(4, 0)]] ConstantBuffer<UBO> ubo;
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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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float2 UV;
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};
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[[SpecializationConstant]] const int NUM_SAMPLES = 8;
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#define NUM_LIGHTS 6
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// Manual resolve for MSAA samples
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float4 resolve(Texture2DMS<float4> tex, int2 uv)
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{
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float4 result = float4(0.0, 0.0, 0.0, 0.0);
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for (int i = 0; i < NUM_SAMPLES; i++)
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{
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uint status = 0;
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float4 val = tex.Load(uv, i, int2(0, 0), status);
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result += val;
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}
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// Average resolved samples
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return result / float(NUM_SAMPLES);
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}
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float3 calculateLighting(float3 pos, float3 normal, float4 albedo)
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{
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float3 result = float3(0.0, 0.0, 0.0);
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for (int i = 0; i < NUM_LIGHTS; ++i)
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{
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// Vector to light
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float3 L = ubo.lights[i].position.xyz - pos;
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// Distance from light to fragment position
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float dist = length(L);
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// Viewer to fragment
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float3 V = ubo.viewPos.xyz - pos;
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V = normalize(V);
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// Light to fragment
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L = normalize(L);
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// Attenuation
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float atten = ubo.lights[i].radius / (pow(dist, 2.0) + 1.0);
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// Diffuse part
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float3 N = normalize(normal);
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float NdotL = max(0.0, dot(N, L));
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float3 diff = ubo.lights[i].color * albedo.rgb * NdotL * atten;
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// Specular part
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float3 R = reflect(-L, N);
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float NdotR = max(0.0, dot(R, V));
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float3 spec = ubo.lights[i].color * albedo.a * pow(NdotR, 8.0) * atten;
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result += diff + spec;
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}
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return result;
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}
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[shader("vertex")]
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VSOutput vertexMain(uint VertexIndex: SV_VertexID)
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{
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VSOutput output;
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output.UV = float2((VertexIndex << 1) & 2, VertexIndex & 2);
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output.Pos = float4(output.UV * 2.0f - 1.0f, 0.0f, 1.0f);
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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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int2 attDim; int sampleCount;
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samplerPosition.GetDimensions(attDim.x, attDim.y, sampleCount);
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int2 UV = int2(input.UV * attDim);
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float3 fragColor;
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uint status = 0;
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// Debug display
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if (ubo.displayDebugTarget > 0) {
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switch (ubo.displayDebugTarget) {
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case 1:
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fragColor.rgb = samplerPosition.Load(UV, 0, int2(0, 0), status).rgb;
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break;
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case 2:
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fragColor.rgb = samplerNormal.Load(UV, 0, int2(0, 0), status).rgb;
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break;
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case 3:
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fragColor.rgb = samplerAlbedo.Load(UV, 0, int2(0, 0), status).rgb;
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break;
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case 4:
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fragColor.rgb = samplerAlbedo.Load(UV, 0, int2(0, 0), status).aaa;
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break;
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}
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return float4(fragColor, 1.0);
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}
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#define ambient 0.15
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// Ambient part
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float4 alb = resolve(samplerAlbedo, UV);
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fragColor = float3(0.0, 0.0, 0.0);
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// Calualte lighting for every MSAA sample
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for (int i = 0; i < NUM_SAMPLES; i++)
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{
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float3 pos = samplerPosition.Load(UV, i, int2(0, 0), status).rgb;
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float3 normal = samplerNormal.Load(UV, i, int2(0, 0), status).rgb;
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float4 albedo = samplerAlbedo.Load(UV, i, int2(0, 0), status);
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fragColor += calculateLighting(pos, normal, albedo);
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}
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fragColor = (alb.rgb * ambient) + fragColor / float(NUM_SAMPLES);
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return float4(fragColor, 1.0);
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}
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83
shaders/slang/deferredmultisampling/mrt.slang
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83
shaders/slang/deferredmultisampling/mrt.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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float3 Tangent;
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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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float2 UV;
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float3 Color;
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float3 WorldPos;
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float3 Tangent;
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};
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struct FSOutput
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{
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float4 Position;
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float4 Normal;
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float4 Albedo;
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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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float4 instancePos[3];
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};
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ConstantBuffer<UBO> ubo;
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Sampler2D samplerColor;
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Sampler2D samplerNormalMap;
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[shader("vertex")]
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VSOutput vertexMain(VSInput input, uint InstanceIndex: SV_InstanceID)
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{
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VSOutput output;
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float4 tmpPos = input.Pos + ubo.instancePos[InstanceIndex];
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output.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, tmpPos)));
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output.UV = input.UV;
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// Vertex position in world space
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output.WorldPos = mul(ubo.model, tmpPos).xyz;
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// Normal in world space
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output.Normal = normalize(input.Normal);
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output.Tangent = normalize(input.Tangent);
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// Currently just vertex color
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output.Color = input.Color;
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return output;
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}
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[shader("fragment")]
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FSOutput fragmentMain(VSOutput input)
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{
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FSOutput output;
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output.Position = float4(input.WorldPos, 1.0);
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// Calculate normal in tangent space
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float3 N = normalize(input.Normal);
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float3 T = normalize(input.Tangent);
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float3 B = cross(N, T);
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float3x3 TBN = float3x3(T, B, N);
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float3 tnorm = mul(normalize(samplerNormalMap.Sample(input.UV).xyz * 2.0 - float3(1.0, 1.0, 1.0)), TBN);
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output.Normal = float4(tnorm, 1.0);
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output.Albedo = samplerColor.Sample(input.UV);
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return output;
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}
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66
shaders/slang/subpasses/composition.slang
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66
shaders/slang/subpasses/composition.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 VSOutput
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{
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float4 Pos : SV_POSITION;
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float2 UV;
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};
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[[vk::input_attachment_index(0)]] SubpassInput inputPosition;
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[[vk::input_attachment_index(1)]] SubpassInput inputNormal;
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[[vk::input_attachment_index(2)]] SubpassInput inputAlbedo;
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struct Light {
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float4 position;
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float3 color;
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float radius;
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};
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RWStructuredBuffer<Light> lights;
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[shader("vertex")]
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VSOutput vertexMain(uint VertexIndex: SV_VertexID)
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{
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VSOutput output;
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output.UV = float2((VertexIndex << 1) & 2, VertexIndex & 2);
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output.Pos = float4(output.UV * 2.0f - 1.0f, 0.0f, 1.0f);
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return output;
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}
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[shader("fragment")]
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float4 fragmentMain()
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{
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// Read G-Buffer values from previous sub pass
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float3 fragPos = inputPosition.SubpassLoad().rgb;
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float3 normal = inputNormal.SubpassLoad().rgb;
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float4 albedo = inputAlbedo.SubpassLoad();
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#define ambient 0.05
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// Ambient part
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float3 fragcolor = albedo.rgb * ambient;
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uint lightsLength;
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uint lightsStride;
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lights.GetDimensions(lightsLength, lightsStride);
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for(int i = 0; i < lightsLength; ++i)
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{
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float3 L = lights[i].position.xyz - fragPos;
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float dist = length(L);
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L = normalize(L);
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float atten = lights[i].radius / (pow(dist, 3.0) + 1.0);
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float3 N = normalize(normal);
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float NdotL = max(0.0, dot(N, L));
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float3 diff = lights[i].color * albedo.rgb * NdotL * atten;
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fragcolor += diff;
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}
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return float4(fragcolor, 1.0);
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}
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78
shaders/slang/subpasses/gbuffer.slang
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78
shaders/slang/subpasses/gbuffer.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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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 WorldPos;
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float3 Tangent;
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};
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struct FSOutput
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{
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float4 Color : SV_TARGET0;
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float4 Position : SV_TARGET1;
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float4 Normal : SV_TARGET2;
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float4 Albedo : SV_TARGET3;
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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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[[SpecializationConstant]] const float NEAR_PLANE = 0.1;
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[[SpecializationConstant]] const float FAR_PLANE = 256.0;
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float linearDepth(float depth)
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{
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float z = depth * 2.0f - 1.0f;
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return (2.0f * NEAR_PLANE * FAR_PLANE) / (FAR_PLANE + NEAR_PLANE - z * (FAR_PLANE - NEAR_PLANE));
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}
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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.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, input.Pos)));
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// Vertex position in world space
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output.WorldPos = mul(ubo.model, input.Pos).xyz;
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// GL to Vulkan coord space
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output.WorldPos.y = -output.WorldPos.y;
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// Normal in world space
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output.Normal = mul((float3x3)ubo.model, normalize(input.Normal));
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// Currently just vertex color
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output.Color = input.Color;
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return output;
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}
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[shader("fragment")]
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FSOutput fragmentMain(VSOutput input)
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{
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FSOutput output;
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output.Position = float4(input.WorldPos, 1.0);
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float3 N = normalize(input.Normal);
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N.y = -N.y;
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output.Normal = float4(N, 1.0);
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output.Albedo.rgb = input.Color;
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// Store linearized depth in alpha component
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output.Position.a = linearDepth(input.Pos.z);
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// Write color attachments to avoid undefined behaviour (validation error)
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output.Color = float4(0.0);
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return output;
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}
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64
shaders/slang/subpasses/transparent.slang
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64
shaders/slang/subpasses/transparent.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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float3 Color;
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float3 Normal;
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float2 UV;
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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 Color;
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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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float4x4 view;
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};
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ConstantBuffer<UBO> ubo;
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[[vk::input_attachment_index(0)]] SubpassInput samplerPositionDepth;
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Sampler2D samplerTexture;
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[[SpecializationConstant]] const float NEAR_PLANE = 0.1f;
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[[SpecializationConstant]] const float FAR_PLANE = 256.0f;
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float linearDepth(float depth)
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{
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float z = depth * 2.0f - 1.0f;
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return (2.0f * NEAR_PLANE * FAR_PLANE) / (FAR_PLANE + NEAR_PLANE - z * (FAR_PLANE - NEAR_PLANE));
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}
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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.Color = input.Color;
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output.UV = input.UV;
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output.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, float4(input.Pos.xyz, 1.0))));
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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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// Sample depth from deferred depth buffer and discard if obscured
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float depth = samplerPositionDepth.SubpassLoad().a;
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if ((depth != 0.0) && (linearDepth(input.Pos.z) > depth))
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{
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clip(-1);
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};
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return samplerTexture.Sample(input.UV);
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}
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