Added slang shaders for additional samples

This commit is contained in:
Sascha Willems 2025-05-19 21:42:08 +02:00
parent 829118736f
commit 834ee9ed83
5 changed files with 271 additions and 0 deletions

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/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct VSInput
{
float3 Pos;
float3 Normal;
float3 Color;
};
struct VSOutput
{
float4 Pos : SV_POSITION;
float3 Normal;
float3 Color;
float3 ViewVec;
float3 LightVec;
};
[shader("vertex")]
VSOutput vertexMain(VSInput input, uniform float4x4 mvp, uniform float3 color)
{
VSOutput output;
if ((input.Color.r == 1.0) && (input.Color.g == 0.0) && (input.Color.b == 0.0))
{
output.Color = color;
}
else
{
output.Color = input.Color;
}
output.Pos = mul(mvp, float4(input.Pos.xyz, 1.0));
float4 pos = mul(mvp, float4(input.Pos, 1.0));
output.Normal = mul((float3x3)mvp, input.Normal);
float3 lPos = float3(0.0, 0.0, 0.0);
output.LightVec = lPos - pos.xyz;
output.ViewVec = -pos.xyz;
return output;
}
[shader("fragment")]
float4 fragmentMain(VSOutput input)
{
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) * input.Color;
float3 specular = pow(max(dot(R, V), 0.0), 8.0) * float3(0.75, 0.75, 0.75);
return float4(diffuse + specular, 1.0);
}

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/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
#define HASHSCALE3 float3(443.897, 441.423, 437.195)
#define STARFREQUENCY 0.01
// Hash function by Dave Hoskins (https://www.shadertoy.com/view/4djSRW)
float hash33(float3 p3)
{
p3 = frac(p3 * HASHSCALE3);
p3 += dot(p3, p3.yxz+float3(19.19, 19.19, 19.19));
return frac((p3.x + p3.y)*p3.z + (p3.x+p3.z)*p3.y + (p3.y+p3.z)*p3.x);
}
float3 starField(float3 pos)
{
float3 color = float3(0.0, 0.0, 0.0);
float threshhold = (1.0 - STARFREQUENCY);
float rnd = hash33(pos);
if (rnd >= threshhold)
{
float starCol = pow((rnd - threshhold) / (1.0 - threshhold), 16.0);
color += starCol.xxx;
}
return color;
}
struct VSInput
{
float3 Pos;
}
struct VSOutput
{
float4 Pos : SV_POSITION;
float3 UVW;
};
[shader("vertex")]
VSOutput vertexMain(VSInput input, uniform float4x4 mvp)
{
VSOutput output;
output.UVW = input.Pos;
output.Pos = mul(mvp, float4(input.Pos.xyz, 1.0));
return output;
}
[shader("fragment")]
float4 fragmentMain(VSOutput input)
{
// Fake atmosphere at the bottom
float3 atmosphere = clamp(float3(0.1, 0.15, 0.4) * (input.UVW.y + 0.25), 0.0, 1.0);
float3 color = starField(input.UVW) + atmosphere;
return float4(color, 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;
float4 ProjCoord;
};
struct UBO
{
float4x4 projection;
float4x4 view;
float4x4 model;
};
ConstantBuffer<UBO> ubo;
Sampler2D samplerColor;
[shader("vertex")]
VSOutput vertexMain(VSInput input)
{
VSOutput output;
output.ProjCoord = mul(ubo.projection, mul(ubo.view, mul(ubo.model, float4(input.Pos.xyz, 1.0))));
output.Pos = output.ProjCoord;
return output;
}
[shader("fragment")]
float4 fragmentMain(VSOutput input, bool FrontFacing : SV_IsFrontFace)
{
float4 tmp = (1.0 / input.ProjCoord.w).xxxx;
float4 projCoord = input.ProjCoord * tmp;
// Scale and bias
projCoord += float4(1.0, 1.0, 1.0, 1.0);
projCoord *= float4(0.5, 0.5, 0.5, 0.5);
// Slow single pass blur
// For demonstration purposes only
const float blurSize = 1.0 / 512.0;
float4 color = float4(float3(0.0, 0.0, 0.0), 1.);
if (FrontFacing)
{
// Only render mirrored scene on front facing (upper) side of mirror surface
float4 reflection = float4(0.0, 0.0, 0.0, 0.0);
for (int x = -3; x <= 3; x++)
{
for (int y = -3; y <= 3; y++)
{
reflection += samplerColor.Sample(float2(projCoord.x + x * blurSize, projCoord.y + y * blurSize)) / 49.0;
}
}
color += reflection;
}
return color;
}

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/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct VSInput
{
float3 Pos;
float3 Color;
float3 Normal;
};
struct VSOutput
{
float4 Pos : SV_POSITION;
float ClipDistance : SV_ClipDistance0;
float3 Normal;
float3 Color;
float3 EyePos;
float3 LightVec;
};
struct UBO
{
float4x4 projection;
float4x4 view;
float4x4 model;
float4 lightPos;
};
ConstantBuffer<UBO> ubo;
[shader("vertex")]
VSOutput vertexMain(VSInput input)
{
VSOutput output;
output.Normal = input.Normal;
output.Color = input.Color;
output.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, float4(input.Pos, 1.0))));
output.EyePos = mul(ubo.view, mul(ubo.model, float4(input.Pos, 1.0))).xyz;
output.LightVec = normalize(ubo.lightPos.xyz - output.EyePos);
// Clip against reflection plane
float4 clipPlane = float4(0.0, 0.0, 0.0, 0.0);
output.ClipDistance = dot(float4(input.Pos, 1.0), clipPlane);
return output;
}
[shader("fragment")]
float4 fragmentMain(VSOutput input)
{
float3 Eye = normalize(-input.EyePos);
float3 Reflected = normalize(reflect(-input.LightVec, input.Normal));
float4 IAmbient = float4(0.1, 0.1, 0.1, 1.0);
float4 IDiffuse = max(dot(input.Normal, input.LightVec), 0.0).xxxx;
float specular = 0.75;
float4 ISpecular = float4(0.0, 0.0, 0.0, 0.0);
if (dot(input.EyePos, input.Normal) < 0.0)
{
ISpecular = float4(0.5, 0.5, 0.5, 1.0) * pow(max(dot(Reflected, Eye), 0.0), 16.0) * specular;
}
return float4((IAmbient + IDiffuse) * float4(input.Color, 1.0) + ISpecular);
}

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/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct VSOutput
{
float4 Pos : SV_POSITION;
float2 UV;
};
[[vk::binding(1, 0)]] Sampler2D samplerColor;
[shader("vertex")]
VSOutput vertexMain(uint VertexIndex: SV_VertexID)
{
VSOutput output;
output.UV = float2((VertexIndex << 1) & 2, VertexIndex & 2);
output.Pos = float4(output.UV * 2.0f - 1.0f, 0.0f, 1.0f);
return output;
}
[shader("fragment")]
float4 fragmentMain(VSOutput input)
{
return samplerColor.Sample(input.UV);
}