Added slang shaders for additional samples
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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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