Add slang shader for texturing samples

This commit is contained in:
Sascha Willems 2025-04-27 11:07:30 +02:00
parent b6b4fccb2c
commit 5484d51bae
8 changed files with 485 additions and 0 deletions

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/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct VSInput
{
float3 Pos;
float2 UV;
float3 Normal;
};
struct VSOutput
{
float4 Pos : SV_POSITION;
float2 UV;
float LodBias;
float3 Normal;
float3 ViewVec;
float3 LightVec;
};
struct UBO
{
float4x4 projection;
float4x4 model;
float4 viewPos;
float lodBias;
};
ConstantBuffer<UBO> ubo;
Sampler2D samplerColor;
[shader("vertex")]
VSOutput vertexMain(VSInput input)
{
VSOutput output;
output.UV = input.UV;
output.LodBias = ubo.lodBias;
float3 worldPos = mul(ubo.model, float4(input.Pos, 1.0)).xyz;
output.Pos = mul(ubo.projection, mul(ubo.model, float4(input.Pos.xyz, 1.0)));
float4 pos = mul(ubo.model, float4(input.Pos, 1.0));
output.Normal = mul((float3x3)ubo.model, input.Normal);
float3 lightPos = float3(0.0, 0.0, 0.0);
float3 lPos = mul((float3x3)ubo.model, lightPos.xyz);
output.LightVec = lPos - pos.xyz;
output.ViewVec = ubo.viewPos.xyz - pos.xyz;
return output;
}
[shader("fragment")]
float4 fragmentMain(VSOutput input)
{
float4 color = samplerColor.SampleLevel(input.UV, input.LodBias);
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) * float3(1.0, 1.0, 1.0);
float specular = pow(max(dot(R, V), 0.0), 16.0) * color.a;
return float4(diffuse * color.rgb + specular, 1.0);
}

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/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct VSInput
{
float3 Pos;
float2 UV;
float3 Normal;
};
struct VSOutput
{
float4 Pos : SV_POSITION;
float3 UV;
float3 Normal;
float3 ViewVec;
float3 LightVec;
};
struct UBO
{
float4x4 projection;
float4x4 model;
float4 viewPos;
float depth;
};
ConstantBuffer<UBO> ubo;
Sampler3D samplerColor;
[shader("vertex")]
VSOutput vertexMain(VSInput input)
{
VSOutput output;
output.UV = float3(input.UV, ubo.depth);
float3 worldPos = mul(ubo.model, float4(input.Pos, 1.0)).xyz;
output.Pos = mul(ubo.projection, mul(ubo.model, float4(input.Pos.xyz, 1.0)));
float4 pos = mul(ubo.model, float4(input.Pos, 1.0));
output.Normal = mul((float3x3)ubo.model, input.Normal);
float3 lightPos = float3(0.0, 0.0, 0.0);
float3 lPos = mul((float3x3)ubo.model, lightPos.xyz);
output.LightVec = lPos - pos.xyz;
output.ViewVec = ubo.viewPos.xyz - pos.xyz;
return output;
}
[shader("fragment")]
float4 fragmentMain(VSOutput input)
{
float4 color = samplerColor.Sample(input.UV);
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) * float3(1.0, 1.0, 1.0);
float specular = pow(max(dot(R, V), 0.0), 16.0) * color.r;
return float4(diffuse * color.r + specular, 1.0);
}

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/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct VSInput
{
float3 Pos;
float2 UV;
};
struct VSOutput
{
float4 Pos : SV_POSITION;
float3 UV;
};
struct Instance
{
float4x4 model;
float arrayIndex;
};
struct UBO
{
float4x4 projection;
float4x4 view;
Instance instance[8];
};
ConstantBuffer<UBO> ubo;
Sampler2DArray samplerArray;
[shader("vertex")]
VSOutput vertexMain(VSInput input, uint InstanceIndex: SV_InstanceID)
{
VSOutput output;
output.UV = float3(input.UV, ubo.instance[InstanceIndex].arrayIndex);
float4x4 modelView = mul(ubo.view, ubo.instance[InstanceIndex].model);
output.Pos = mul(ubo.projection, mul(modelView, float4(input.Pos, 1.0)));
return output;
}
[shader("fragment")]
float4 fragmentMain(VSOutput input)
{
return samplerArray.Sample(input.UV);
}

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/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct VSInput
{
float3 Pos;
float3 Normal;
};
struct VSOutput
{
float4 Pos : SV_POSITION;
float3 WorldPos;
float3 Normal;
float LodBias;
float3 ViewVec;
float3 LightVec;
};
struct UBO
{
float4x4 projection;
float4x4 model;
float4x4 invModel;
float lodBias;
};
ConstantBuffer<UBO> ubo;
SamplerCube samplerColor;
[shader("vertex")]
VSOutput vertexMain(VSInput input)
{
VSOutput output;
output.Pos = mul(ubo.projection, mul(ubo.model, float4(input.Pos.xyz, 1.0)));
output.WorldPos = mul(ubo.model, float4(input.Pos, 1.0)).xyz;
output.Normal = mul((float3x3)ubo.model, input.Normal);
output.LodBias = ubo.lodBias;
float3 lightPos = float3(0.0f, -5.0f, 5.0f);
output.LightVec = lightPos.xyz - output.WorldPos.xyz;
output.ViewVec = -output.WorldPos;
return output;
}
[shader("fragment")]
float4 fragmentMain(VSOutput input) : SV_TARGET
{
float3 cI = normalize (input.ViewVec);
float3 cR = reflect (cI, normalize(input.Normal));
cR = mul(ubo.invModel, float4(cR, 0.0)).xyz;
// Convert cubemap coordinates into Vulkan coordinate space
cR.z *= -1.0;
float4 color = samplerColor.SampleLevel(cR, input.LodBias);
float3 N = normalize(input.Normal);
float3 L = normalize(input.LightVec);
float3 V = normalize(input.ViewVec);
float3 R = reflect(-L, N);
float3 ambient = float3(0.5, 0.5, 0.5) * color.rgb;
float3 diffuse = max(dot(N, L), 0.0) * float3(1.0, 1.0, 1.0);
float3 specular = pow(max(dot(R, V), 0.0), 16.0) * float3(0.5, 0.5, 0.5);
return float4(ambient + diffuse * color.rgb + 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 model;
};
ConstantBuffer<UBO> ubo;
SamplerCube samplerCubeMap;
[shader("vertex")]
VSOutput vertexMain(VSInput input)
{
VSOutput output;
output.UVW = input.Pos;
// Convert cubemap coordinates into Vulkan coordinate space
output.UVW.xy *= -1.0;
// Remove translation from view matrix
float4x4 viewMat = ubo.model;
viewMat[0][3] = 0.0;
viewMat[1][3] = 0.0;
viewMat[2][3] = 0.0;
output.Pos = mul(ubo.projection, mul(viewMat, 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 Normal;
};
struct VSOutput
{
float4 Pos : SV_POSITION;
float3 WorldPos;
float3 Normal;
float3 ViewVec;
float3 LightVec;
};
struct UBO
{
float4x4 projection;
float4x4 model;
float4x4 invModel;
float lodBias;
int cubeMapIndex;
};
ConstantBuffer<UBO> ubo;
SamplerCubeArray samplerCubeMapArray;
[shader("vertex")]
VSOutput vertexMain(VSInput input)
{
VSOutput output;
output.Pos = mul(ubo.projection, mul(ubo.model, float4(input.Pos.xyz, 1.0)));
output.WorldPos = mul(ubo.model, float4(input.Pos, 1.0)).xyz;
output.Normal = mul((float3x3)ubo.model, input.Normal);
float3 lightPos = float3(0.0f, -5.0f, 5.0f);
output.LightVec = lightPos.xyz - output.WorldPos.xyz;
output.ViewVec = -output.WorldPos;
return output;
}
[shader("fragment")]
float4 fragmentMain(VSOutput input)
{
float3 cI = normalize(input.WorldPos.xyz);
float3 cR = reflect(cI, normalize(input.Normal));
cR = mul(ubo.invModel, float4(cR, 0.0)).xyz;
cR.yz *= -1.0;
float4 color = samplerCubeMapArray.SampleLevel(float4(cR, ubo.cubeMapIndex), ubo.lodBias);
float3 N = normalize(input.Normal);
float3 L = normalize(input.LightVec);
float3 V = normalize(input.ViewVec);
float3 R = reflect(-L, N);
float3 ambient = float3(0.5, 0.5, 0.5) * color.rgb;
float3 diffuse = max(dot(N, L), 0.0) * float3(1.0, 1.0, 1.0);
float3 specular = pow(max(dot(R, V), 0.0), 16.0) * float3(0.5, 0.5, 0.5);
return float4(ambient + diffuse * color.rgb + 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 model;
float4x4 invModel;
float lodBias;
int cubeMapIndex;
};
ConstantBuffer<UBO> ubo;
SamplerCubeArray samplerCubeMapArray;
[shader("vertex")]
VSOutput vertexMain(VSInput input)
{
VSOutput output;
output.UVW = input.Pos;
output.UVW.xy *= -1.0;
// Remove translation from view matrix
float4x4 viewMat = ubo.model;
viewMat[0][3] = 0.0;
viewMat[1][3] = 0.0;
viewMat[2][3] = 0.0;
output.Pos = mul(ubo.projection, mul(viewMat, float4(input.Pos.xyz, 1.0)));
return output;
}
[shader("fragment")]
float4 fragmentMain(VSOutput input)
{
return samplerCubeMapArray.SampleLevel(float4(input.UVW, ubo.cubeMapIndex), ubo.lodBias);
}

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/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct VSInput
{
float3 Pos;
float2 UV;
float3 Normal;
};
struct VSOutput
{
float4 Pos : SV_POSITION;
float2 UV;
float LodBias;
float3 Normal;
float3 ViewVec;
float3 LightVec;
};
struct UBO
{
float4x4 projection;
float4x4 view;
float4x4 model;
float4 viewPos;
float lodBias;
int samplerIndex;
};
ConstantBuffer<UBO> ubo;
Texture2D textureColor;
SamplerState samplers[3];
[shader("vertex")]
VSOutput vertexMain(VSInput input)
{
VSOutput output;
output.UV = input.UV * float2(2.0, 1.0);
output.LodBias = ubo.lodBias;
float3 worldPos = mul(ubo.model, float4(input.Pos, 1.0)).xyz;
output.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, float4(input.Pos.xyz, 1.0))));
output.Normal = mul((float3x3)ubo.model, input.Normal);
float3 lightPos = float3(-30.0, 0.0, 0.0);
output.LightVec = worldPos - lightPos;
output.ViewVec = ubo.viewPos.xyz - worldPos;
return output;
}
[shader("fragment")]
float4 fragmentMain(VSOutput input)
{
float4 color = textureColor.Sample(samplers[ubo.samplerIndex], input.UV, int2(0, 0), input.LodBias);
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), 0.65) * float3(1.0, 1.0, 1.0);
float specular = pow(max(dot(R, V), 0.0), 16.0) * color.a;
return float4(diffuse * color.r + specular, 1.0);
}