Add slang shaders for additional samples
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47
shaders/slang/dynamicuniformbuffer/base.slang
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47
shaders/slang/dynamicuniformbuffer/base.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 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 Color;
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};
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struct UboView
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{
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float4x4 projection;
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float4x4 view;
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};
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ConstantBuffer<UboView> uboView;
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struct UboInstance
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{
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float4x4 model;
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};
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ConstantBuffer<UboInstance> uboInstance;
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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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float4x4 modelView = mul(uboView.view, uboInstance.model);
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float3 worldPos = mul(modelView, float4(input.Pos, 1.0)).xyz;
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output.Pos = mul(uboView.projection, mul(modelView, 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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return float4(input.Color, 1.0);
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}
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