Added slang shaders for ssao sample
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73
shaders/slang/ssao/gbuffer.slang
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73
shaders/slang/ssao/gbuffer.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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float4 Pos;
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float2 UV;
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float3 Color;
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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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float3 Normal;
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float2 UV;
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float3 Color;
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float3 WorldPos;
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};
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struct FSOutput
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{
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float4 Position : SV_TARGET0;
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float4 Normal : SV_TARGET1;
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float4 Albedo : SV_TARGET2;
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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 model;
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float4x4 view;
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float nearPlane;
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float farPlane;
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};
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ConstantBuffer<UBO> ubo;
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[[vk::binding(0, 1)]] Texture2D textureColorMap;
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[[vk::binding(0, 1)]] SamplerState samplerColorMap;
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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.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, input.Pos)));
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output.UV = input.UV;
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// Vertex position in view space
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output.WorldPos = mul(ubo.view, mul(ubo.model, input.Pos)).xyz;
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// Normal in view space
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float3x3 normalMatrix = (float3x3)mul(ubo.view, ubo.model);
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output.Normal = mul(normalMatrix, input.Normal);
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output.Color = input.Color;
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return output;
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}
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float linearDepth(float depth)
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{
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float z = depth * 2.0f - 1.0f;
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return (2.0f * ubo.nearPlane * ubo.farPlane) / (ubo.farPlane + ubo.nearPlane - z * (ubo.farPlane - ubo.nearPlane));
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}
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[shader("fragment")]
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FSOutput fragmentMain(VSOutput input)
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{
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FSOutput output;
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output.Position = float4(input.WorldPos, linearDepth(input.Pos.z));
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output.Normal = float4(normalize(input.Normal) * 0.5 + 0.5, 1.0);
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output.Albedo = textureColorMap.Sample(samplerColorMap, input.UV) * float4(input.Color, 1.0);
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return output;
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}
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