Add slang shaders for additional samples
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70
shaders/slang/bloom/phongpass.slang
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70
shaders/slang/bloom/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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float2 UV;
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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 view;
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float4x4 model;
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};
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ConstantBuffer<UBO> ubo;
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Sampler2D colorMapSampler;
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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 = input.UV;
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output.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, input.Pos)));
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float3 lightPos = float3(-5.0, -5.0, 0.0);
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float4 pos = mul(ubo.view, mul(ubo.model, input.Pos));
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output.Normal = mul((float4x3)mul(ubo.view, ubo.model), input.Normal).xyz;
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output.LightVec = lightPos - 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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float3 ambient = float3(0.0f, 0.0f, 0.0f);
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// Adjust light calculations for glow color
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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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ambient = input.Color * 0.25;
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}
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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) * input.Color;
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float3 specular = pow(max(dot(R, V), 0.0), 8.0) * float3(0.75f, 0.75f, 0.75f);
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return float4(ambient + diffuse + specular, 1.0);
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}
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