Add slang shaders for additional samples

This commit is contained in:
Sascha Willems 2025-05-10 13:58:14 +02:00
parent d0a20a693f
commit 7e5a387eb8
5 changed files with 320 additions and 0 deletions

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/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct VSInput
{
float4 Pos;
float3 Normal;
float2 TexCoord;
float3 Color;
};
struct VSOutput
{
float4 Pos : SV_POSITION;
float2 UV;
float3 Normal;
float3 Color;
float3 EyePos;
float3 LightVec;
};
struct UBO
{
float4x4 projection;
float4x4 model;
float4x4 normal;
float4x4 view;
float3 lightpos;
};
ConstantBuffer<UBO> ubo;
[shader("vertex")]
VSOutput vertexMain(VSInput input)
{
VSOutput output;
float4x4 modelView = mul(ubo.view, ubo.model);
float4 pos = mul(modelView, input.Pos);
output.UV = input.TexCoord.xy;
output.Normal = normalize(mul((float3x3)ubo.normal, input.Normal));
output.Color = input.Color;
output.Pos = mul(ubo.projection, pos);
output.EyePos = mul(modelView, pos).xyz;
float4 lightPos = mul(modelView, float4(1.0, 2.0, 0.0, 1.0));
output.LightVec = normalize(lightPos.xyz - output.EyePos);
return output;
}
[shader("fragment")]
float4 fragmentMain(VSOutput input)
{
float3 Eye = normalize(-input.EyePos);
float3 Reflected = normalize(reflect(-input.LightVec, input.Normal));
float4 diff = float4(input.Color, 1.0) * max(dot(input.Normal, input.LightVec), 0.0);
float shininess = 0.0;
float4 spec = float4(1.0, 1.0, 1.0, 1.0) * pow(max(dot(Reflected, Eye), 0.0), 2.5) * shininess;
return float4((diff + spec).rgb, 1);
}

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/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct VSInput
{
float4 Pos;
float3 Normal;
float2 TexCoord;
float3 Color;
};
struct VSOutput
{
float4 Pos : SV_POSITION;
float2 UV;
float3 Normal;
float3 Color;
float3 EyePos;
float3 LightVec;
};
struct UBO
{
float4x4 projection;
float4x4 model;
float4x4 normal;
float4x4 view;
float3 lightpos;
};
ConstantBuffer<UBO> ubo;
[shader("vertex")]
VSOutput vertexMain(VSInput input)
{
VSOutput output;
output.UV = input.TexCoord.xy;
output.Normal = normalize(mul((float3x3)ubo.normal, input.Normal));
output.Color = input.Color;
float4x4 modelView = mul(ubo.view, ubo.model);
float4 pos = mul(modelView, input.Pos);
output.Pos = mul(ubo.projection, pos);
output.EyePos = mul(modelView, pos).xyz;
float4 lightPos = mul(modelView, float4(ubo.lightpos, 1.0));
output.LightVec = normalize(lightPos.xyz - output.EyePos);
return output;
}
float specpart(float3 L, float3 N, float3 H)
{
if (dot(N, L) > 0.0)
{
return pow(clamp(dot(H, N), 0.0, 1.0), 64.0);
}
return 0.0;
}
[shader("fragment")]
float4 fragmentMain(VSOutput input)
{
float3 Eye = normalize(-input.EyePos);
float3 Reflected = normalize(reflect(-input.LightVec, input.Normal));
float3 halfVec = normalize(input.LightVec + input.EyePos);
float diff = clamp(dot(input.LightVec, input.Normal), 0.0, 1.0);
float spec = specpart(input.LightVec, input.Normal, halfVec);
float intensity = 0.1 + diff + spec;
float4 IAmbient = float4(0.2, 0.2, 0.2, 1.0);
float4 IDiffuse = float4(0.5, 0.5, 0.5, 0.5) * max(dot(input.Normal, input.LightVec), 0.0);
float shininess = 0.75;
float4 ISpecular = float4(0.5, 0.5, 0.5, 1.0) * pow(max(dot(Reflected, Eye), 0.0), 2.0) * shininess;
float4 outFragColor = float4((IAmbient + IDiffuse) * float4(input.Color, 1.0) + ISpecular);
// Some manual saturation
if (intensity > 0.95)
outFragColor *= 2.25;
if (intensity < 0.15)
outFragColor = float4(0.1, 0.1, 0.1, 0.1);
return outFragColor;
}

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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 normal;
float4x4 view;
};
ConstantBuffer<UBO> ubo;
SamplerCube samplerCubeMap;
[shader("vertex")]
VSOutput vertexMain(VSInput input)
{
VSOutput output;
// Remove translation from view matrix
float4x4 viewMat = ubo.view;
viewMat[0][3] = 0.0;
viewMat[1][3] = 0.0;
viewMat[2][3] = 0.0;
output.UVW = input.Pos;
output.Pos = mul(ubo.projection, mul(viewMat, mul(ubo.model, float4(input.Pos.xyz, 1.0))));
return output;
}
[shader("fragment")]
float4 fragmentMain(VSOutput input)
{
return samplerCubeMap.Sample(input.UVW);
}