Add slang shader for gltf skinning sample
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78
shaders/slang/gltfskinning/skinnedmodel.slang
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78
shaders/slang/gltfskinning/skinnedmodel.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 Normal;
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float2 UV;
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float3 Color;
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float4 JointIndices;
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float4 JointWeights;
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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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float3 Color;
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float2 UV;
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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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float4 lightPos;
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float4x4 inverse;
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};
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ConstantBuffer<UBO> uboScene;
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[[vk::binding(0, 1)]] StructuredBuffer<float4x4> jointMatrices;
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[[vk::binding(0, 2)]] Sampler2D samplerColorMap;
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[shader("vertex")]
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VSOutput vertexMain(VSInput input, uniform float4x4 modelMat)
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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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// Calculate skinned matrix from weights and joint indices of the current vertex
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float4x4 skinMat =
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input.JointWeights.x * jointMatrices[int(input.JointIndices.x)] +
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input.JointWeights.y * jointMatrices[int(input.JointIndices.y)] +
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input.JointWeights.z * jointMatrices[int(input.JointIndices.z)] +
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input.JointWeights.w * jointMatrices[int(input.JointIndices.w)];
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output.Pos = mul(uboScene.projection, mul(uboScene.view, mul(modelMat, mul(skinMat, float4(input.Pos, 1.0)))));
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output.Normal = mul((float3x3)modelMat, mul((float3x3)skinMat, input.Normal));
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float4 pos = mul(uboScene.view, float4(input.Pos, 1.0));
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float3 lPos = mul(float3x3(uboScene.view), uboScene.lightPos.xyz);
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output.LightVec = lPos - 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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float4 color = samplerColorMap.Sample(input.UV) * float4(input.Color, 1.0);
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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), 16.0) * float3(0.75, 0.75, 0.75);
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return float4(diffuse * color.rgb + specular, 1.0);
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}
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