Added slang shaders for additional samples
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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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