Add slang shader for texturing samples
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68
shaders/slang/texturemipmapgen/texture.slang
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68
shaders/slang/texturemipmapgen/texture.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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float2 UV;
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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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float2 UV;
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float LodBias;
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float3 Normal;
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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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float4 viewPos;
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float lodBias;
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int samplerIndex;
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};
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ConstantBuffer<UBO> ubo;
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Texture2D textureColor;
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SamplerState samplers[3];
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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.UV = input.UV * float2(2.0, 1.0);
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output.LodBias = ubo.lodBias;
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float3 worldPos = mul(ubo.model, float4(input.Pos, 1.0)).xyz;
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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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output.Normal = mul((float3x3)ubo.model, input.Normal);
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float3 lightPos = float3(-30.0, 0.0, 0.0);
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output.LightVec = worldPos - lightPos;
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output.ViewVec = ubo.viewPos.xyz - worldPos;
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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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float4 color = textureColor.Sample(samplers[ubo.samplerIndex], input.UV, int2(0, 0), input.LodBias);
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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), 0.65) * float3(1.0, 1.0, 1.0);
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float specular = pow(max(dot(R, V), 0.0), 16.0) * color.a;
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return float4(diffuse * color.r + specular, 1.0);
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}
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