Add slang shaders for additional samples

This commit is contained in:
Sascha Willems 2025-05-03 09:42:32 +02:00
parent afbc3a5bb7
commit 4df49dba71
5 changed files with 266 additions and 0 deletions

View file

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/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct VSOutput
{
float4 Pos : SV_POSITION;
float2 UV;
};
struct UBO
{
float blurScale;
float blurStrength;
};
ConstantBuffer<UBO> ubo;
Sampler2D samplerColor;
[[SpecializationConstant]] const int blurdirection = 0;
[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)
{
float weight[5];
weight[0] = 0.227027;
weight[1] = 0.1945946;
weight[2] = 0.1216216;
weight[3] = 0.054054;
weight[4] = 0.016216;
float2 textureSize;
samplerColor.GetDimensions(textureSize.x, textureSize.y);
float2 tex_offset = 1.0 / textureSize * ubo.blurScale; // gets size of single texel
float3 result = samplerColor.Sample(input.UV).rgb * weight[0]; // current fragment's contribution
for(int i = 1; i < 5; ++i)
{
if (blurdirection == 1)
{
// H
result += samplerColor.Sample(input.UV + float2(tex_offset.x * i, 0.0)).rgb * weight[i] * ubo.blurScale;
result += samplerColor.Sample(input.UV - float2(tex_offset.x * i, 0.0)).rgb * weight[i] * ubo.blurScale;
}
else
{
// V
result += samplerColor.Sample(input.UV + float2(0.0, tex_offset.y * i)).rgb * weight[i] * ubo.blurScale;
result += samplerColor.Sample(input.UV - float2(0.0, tex_offset.y * i)).rgb * weight[i] * ubo.blurScale;
}
}
return float4(result, 1.0);
}