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

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/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct VSInput
{
float4 Pos;
float2 UV;
float3 Color;
};
struct VSOutput
{
float4 Pos : SV_POSITION;
float3 Color;
float2 UV;
};
struct UBO
{
float4x4 projection;
float4x4 view;
float4x4 model;
};
ConstantBuffer<UBO> ubo;
Sampler2D colorMapSampler;
[shader("vertex")]
VSOutput vertexMain(VSInput input)
{
VSOutput output;
output.UV = input.UV;
output.Color = input.Color;
output.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, input.Pos)));
return output;
}
[shader("fragment")]
float4 fragmentMain(VSOutput input)
{
return float4(input.Color, 1);
}

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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);
}

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/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct VSInput
{
float4 Pos;
float2 UV;
float3 Color;
float3 Normal;
};
struct VSOutput
{
float4 Pos : SV_POSITION;
float3 Normal;
float2 UV;
float3 Color;
float3 ViewVec;
float3 LightVec;
};
struct UBO
{
float4x4 projection;
float4x4 view;
float4x4 model;
};
ConstantBuffer<UBO> ubo;
Sampler2D colorMapSampler;
[shader("vertex")]
VSOutput vertexMain(VSInput input)
{
VSOutput output;
output.Normal = input.Normal;
output.Color = input.Color;
output.UV = input.UV;
output.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, input.Pos)));
float3 lightPos = float3(-5.0, -5.0, 0.0);
float4 pos = mul(ubo.view, mul(ubo.model, input.Pos));
output.Normal = mul((float4x3)mul(ubo.view, ubo.model), input.Normal).xyz;
output.LightVec = lightPos - pos.xyz;
output.ViewVec = -pos.xyz;
return output;
}
[shader("fragment")]
float4 fragmentMain(VSOutput input)
{
float3 ambient = float3(0.0f, 0.0f, 0.0f);
// Adjust light calculations for glow color
if ((input.Color.r >= 0.9) || (input.Color.g >= 0.9) || (input.Color.b >= 0.9))
{
ambient = input.Color * 0.25;
}
float3 N = normalize(input.Normal);
float3 L = normalize(input.LightVec);
float3 V = normalize(input.ViewVec);
float3 R = reflect(-L, N);
float3 diffuse = max(dot(N, L), 0.0) * input.Color;
float3 specular = pow(max(dot(R, V), 0.0), 8.0) * float3(0.75f, 0.75f, 0.75f);
return float4(ambient + diffuse + specular, 1.0);
}

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/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct VSInput
{
float3 Pos;
}
struct VSOutput
{
float4 Pos : SV_POSITION;
float3 UVW;
};
struct UBO
{
float4x4 projection;
float4x4 view;
float4x4 model;
};
ConstantBuffer<UBO> ubo;
SamplerCube samplerCubeMap;
[shader("vertex")]
VSOutput vertexMain(VSInput input)
{
VSOutput output;
output.UVW = input.Pos;
output.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, float4(input.Pos.xyz, 1.0))));
return output;
}
[shader("fragment")]
float4 fragmentMain(VSOutput input)
{
return samplerCubeMap.Sample(input.UVW);
}

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/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct VSInput
{
float3 Pos;
float3 Color;
};
struct VSOutput
{
float4 Pos : SV_POSITION;
float3 Color;
};
struct UboView
{
float4x4 projection;
float4x4 view;
};
ConstantBuffer<UboView> uboView;
struct UboInstance
{
float4x4 model;
};
ConstantBuffer<UboInstance> uboInstance;
[shader("vertex")]
VSOutput vertexMain(VSInput input)
{
VSOutput output;
output.Color = input.Color;
float4x4 modelView = mul(uboView.view, uboInstance.model);
float3 worldPos = mul(modelView, float4(input.Pos, 1.0)).xyz;
output.Pos = mul(uboView.projection, mul(modelView, float4(input.Pos.xyz, 1.0)));
return output;
}
[shader("fragment")]
float4 fragmentMain(VSOutput input)
{
return float4(input.Color, 1.0);
}