Added slang shaders for additional samples
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5 changed files with 271 additions and 0 deletions
54
shaders/slang/multithreading/phong.slang
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54
shaders/slang/multithreading/phong.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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float3 Color;
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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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float3 ViewVec;
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float3 LightVec;
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};
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[shader("vertex")]
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VSOutput vertexMain(VSInput input, uniform float4x4 mvp, uniform float3 color)
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{
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VSOutput output;
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if ((input.Color.r == 1.0) && (input.Color.g == 0.0) && (input.Color.b == 0.0))
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{
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output.Color = color;
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}
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else
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{
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output.Color = input.Color;
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}
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output.Pos = mul(mvp, float4(input.Pos.xyz, 1.0));
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float4 pos = mul(mvp, float4(input.Pos, 1.0));
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output.Normal = mul((float3x3)mvp, input.Normal);
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float3 lPos = float3(0.0, 0.0, 0.0);
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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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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), 8.0) * float3(0.75, 0.75, 0.75);
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return float4(diffuse + specular, 1.0);
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}
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58
shaders/slang/multithreading/starsphere.slang
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58
shaders/slang/multithreading/starsphere.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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#define HASHSCALE3 float3(443.897, 441.423, 437.195)
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#define STARFREQUENCY 0.01
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// Hash function by Dave Hoskins (https://www.shadertoy.com/view/4djSRW)
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float hash33(float3 p3)
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{
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p3 = frac(p3 * HASHSCALE3);
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p3 += dot(p3, p3.yxz+float3(19.19, 19.19, 19.19));
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return frac((p3.x + p3.y)*p3.z + (p3.x+p3.z)*p3.y + (p3.y+p3.z)*p3.x);
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}
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float3 starField(float3 pos)
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{
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float3 color = float3(0.0, 0.0, 0.0);
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float threshhold = (1.0 - STARFREQUENCY);
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float rnd = hash33(pos);
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if (rnd >= threshhold)
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{
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float starCol = pow((rnd - threshhold) / (1.0 - threshhold), 16.0);
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color += starCol.xxx;
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}
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return color;
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}
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struct VSInput
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{
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float3 Pos;
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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 UVW;
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};
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[shader("vertex")]
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VSOutput vertexMain(VSInput input, uniform float4x4 mvp)
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{
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VSOutput output;
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output.UVW = input.Pos;
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output.Pos = mul(mvp, float4(input.Pos.xyz, 1.0));
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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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// Fake atmosphere at the bottom
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float3 atmosphere = clamp(float3(0.1, 0.15, 0.4) * (input.UVW.y + 0.25), 0.0, 1.0);
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float3 color = starField(input.UVW) + atmosphere;
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return float4(color, 1.0);
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}
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68
shaders/slang/offscreen/mirror.slang
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68
shaders/slang/offscreen/mirror.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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};
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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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float4 ProjCoord;
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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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float4x4 model;
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};
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ConstantBuffer<UBO> ubo;
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Sampler2D samplerColor;
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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.ProjCoord = mul(ubo.projection, mul(ubo.view, mul(ubo.model, float4(input.Pos.xyz, 1.0))));
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output.Pos = output.ProjCoord;
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return output;
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}
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[shader("fragment")]
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float4 fragmentMain(VSOutput input, bool FrontFacing : SV_IsFrontFace)
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{
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float4 tmp = (1.0 / input.ProjCoord.w).xxxx;
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float4 projCoord = input.ProjCoord * tmp;
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// Scale and bias
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projCoord += float4(1.0, 1.0, 1.0, 1.0);
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projCoord *= float4(0.5, 0.5, 0.5, 0.5);
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// Slow single pass blur
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// For demonstration purposes only
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const float blurSize = 1.0 / 512.0;
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float4 color = float4(float3(0.0, 0.0, 0.0), 1.);
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if (FrontFacing)
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{
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// Only render mirrored scene on front facing (upper) side of mirror surface
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float4 reflection = float4(0.0, 0.0, 0.0, 0.0);
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for (int x = -3; x <= 3; x++)
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{
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for (int y = -3; y <= 3; y++)
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{
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reflection += samplerColor.Sample(float2(projCoord.x + x * blurSize, projCoord.y + y * blurSize)) / 49.0;
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}
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}
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color += reflection;
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}
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return color;
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}
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63
shaders/slang/offscreen/phong.slang
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63
shaders/slang/offscreen/phong.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 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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float ClipDistance : SV_ClipDistance0;
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float3 Normal;
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float3 Color;
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float3 EyePos;
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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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float4x4 model;
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float4 lightPos;
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};
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ConstantBuffer<UBO> ubo;
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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.Normal = input.Normal;
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output.Color = input.Color;
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output.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, float4(input.Pos, 1.0))));
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output.EyePos = mul(ubo.view, mul(ubo.model, float4(input.Pos, 1.0))).xyz;
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output.LightVec = normalize(ubo.lightPos.xyz - output.EyePos);
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// Clip against reflection plane
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float4 clipPlane = float4(0.0, 0.0, 0.0, 0.0);
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output.ClipDistance = dot(float4(input.Pos, 1.0), clipPlane);
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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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float3 Eye = normalize(-input.EyePos);
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float3 Reflected = normalize(reflect(-input.LightVec, input.Normal));
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float4 IAmbient = float4(0.1, 0.1, 0.1, 1.0);
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float4 IDiffuse = max(dot(input.Normal, input.LightVec), 0.0).xxxx;
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float specular = 0.75;
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float4 ISpecular = float4(0.0, 0.0, 0.0, 0.0);
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if (dot(input.EyePos, input.Normal) < 0.0)
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{
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ISpecular = float4(0.5, 0.5, 0.5, 1.0) * pow(max(dot(Reflected, Eye), 0.0), 16.0) * specular;
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}
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return float4((IAmbient + IDiffuse) * float4(input.Color, 1.0) + ISpecular);
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}
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28
shaders/slang/offscreen/quad.slang
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28
shaders/slang/offscreen/quad.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 VSOutput
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{
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float4 Pos : SV_POSITION;
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float2 UV;
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};
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[[vk::binding(1, 0)]] Sampler2D samplerColor;
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[shader("vertex")]
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VSOutput vertexMain(uint VertexIndex: SV_VertexID)
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{
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VSOutput output;
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output.UV = float2((VertexIndex << 1) & 2, VertexIndex & 2);
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output.Pos = float4(output.UV * 2.0f - 1.0f, 0.0f, 1.0f);
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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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return samplerColor.Sample(input.UV);
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}
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