diff --git a/shaders/slang/shadowmappingomni/cubemapdisplay.slang b/shaders/slang/shadowmappingomni/cubemapdisplay.slang new file mode 100644 index 00000000..bb4b4a49 --- /dev/null +++ b/shaders/slang/shadowmappingomni/cubemapdisplay.slang @@ -0,0 +1,80 @@ +/* Copyright (c) 2025, Sascha Willems + * + * SPDX-License-Identifier: MIT + * + */ + +struct VSOutput +{ + float4 Pos : SV_POSITION; + float2 UV; +}; + +struct UBO +{ + float4x4 projection; + float4x4 view; + float4x4 model; +}; +ConstantBuffer ubo; + +SamplerCube shadowCubeMapSampler; + +[shader("vertex")] +VSOutput vertexMain(uint VertexIndex: SV_VertexID) +{ + VSOutput output; + output.UV = float2((VertexIndex << 1) & 2, VertexIndex & 2); + output.Pos = float4(output.UV.xy * 2.0f - 1.0f, 0.0f, 1.0f); + return output; +} + +[shader("fragment")] +float4 fragmentMain(VSOutput input) +{ + float4 outFragColor = float4(0, 0, 0, 0); + outFragColor.rgb = float3(0.05, 0.05, 0.05); + + float3 samplePos = float3(0, 0, 0); + + // Crude statement to visualize different cube map faces based on UV coordinates + int x = int(floor(input.UV.x / 0.25f)); + int y = int(floor(input.UV.y / (1.0 / 3.0))); + if (y == 1) { + float2 uv = float2(input.UV.x * 4.0f, (input.UV.y - 1.0/3.0) * 3.0); + uv = 2.0 * float2(uv.x - float(x) * 1.0, uv.y) - 1.0; + switch (x) { + case 0: // NEGATIVE_X + samplePos = float3(-1.0f, uv.y, uv.x); + break; + case 1: // POSITIVE_Z + samplePos = float3(uv.x, uv.y, 1.0f); + break; + case 2: // POSITIVE_X + samplePos = float3(1.0, uv.y, -uv.x); + break; + case 3: // NEGATIVE_Z + samplePos = float3(-uv.x, uv.y, -1.0f); + break; + } + } else { + if (x == 1) { + float2 uv = float2((input.UV.x - 0.25) * 4.0, (input.UV.y - float(y) / 3.0) * 3.0); + uv = 2.0 * uv - 1.0; + switch (y) { + case 0: // NEGATIVE_Y + samplePos = float3(uv.x, -1.0f, uv.y); + break; + case 2: // POSITIVE_Y + samplePos = float3(uv.x, 1.0f, -uv.y); + break; + } + } + } + + if ((samplePos.x != 0.0f) && (samplePos.y != 0.0f)) { + float dist = length(shadowCubeMapSampler.Sample(samplePos).xyz) * 0.005; + outFragColor = float4(dist.xxx, 1.0); + } + return outFragColor; +} \ No newline at end of file diff --git a/shaders/slang/shadowmappingomni/offscreen.slang b/shaders/slang/shadowmappingomni/offscreen.slang new file mode 100644 index 00000000..243447ea --- /dev/null +++ b/shaders/slang/shadowmappingomni/offscreen.slang @@ -0,0 +1,45 @@ +/* Copyright (c) 2025, Sascha Willems + * + * SPDX-License-Identifier: MIT + * + */ + +struct VSInput +{ + float3 Pos; +}; + +struct VSOutput +{ + float4 Pos : SV_POSITION; + float4 WorldPos; + float3 LightPos; +}; + +struct UBO +{ + float4x4 projection; + float4x4 view; + float4x4 model; + float4 lightPos; +}; +ConstantBuffer ubo; + +[shader("vertex")] +VSOutput vertexMain(VSInput input, uniform float4x4 view) +{ + VSOutput output; + output.Pos = mul(ubo.projection, mul(view, mul(ubo.model, float4(input.Pos, 1.0)))); + + output.WorldPos = float4(input.Pos, 1.0); + output.LightPos = ubo.lightPos.xyz; + return output; +} + +[shader("fragment")] +float fragmentMain(VSOutput input) +{ + // Store distance to light as 32 bit float value + float3 lightVec = input.WorldPos.xyz - input.LightPos; + return length(lightVec); +} \ No newline at end of file diff --git a/shaders/slang/shadowmappingomni/scene.slang b/shaders/slang/shadowmappingomni/scene.slang new file mode 100644 index 00000000..b5296ed7 --- /dev/null +++ b/shaders/slang/shadowmappingomni/scene.slang @@ -0,0 +1,80 @@ +/* Copyright (c) 2025, Sascha Willems + * + * SPDX-License-Identifier: MIT + * + */ + +struct VSInput +{ + float3 Pos; + float3 Color; + float3 Normal; +}; + +struct VSOutput +{ + float4 Pos : SV_POSITION; + float3 Normal; + float3 Color; + float3 EyePos; + float3 LightVec; + float3 WorldPos; + float3 LightPos; +}; + +struct UBO +{ + float4x4 projection; + float4x4 view; + float4x4 model; + float4 lightPos; +}; +ConstantBuffer ubo; + +SamplerCube shadowCubeMapSampler; + +#define EPSILON 0.15 +#define SHADOW_OPACITY 0.5 + +[shader("vertex")] +VSOutput vertexMain(VSInput input) +{ + VSOutput output; + output.Color = input.Color; + output.Normal = input.Normal; + + output.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, float4(input.Pos.xyz, 1.0)))); + output.EyePos = mul(ubo.model, float4(input.Pos, 1.0f)).xyz; + output.LightVec = normalize(ubo.lightPos.xyz - input.Pos.xyz); + output.WorldPos = input.Pos; + + output.LightPos = ubo.lightPos.xyz; + return output; +} + +[shader("fragment")] +float4 fragmentMain(VSOutput input) +{ + // Lighting + float3 N = normalize(input.Normal); + float3 L = normalize(float3(1.0, 1.0, 1.0)); + + float3 Eye = normalize(-input.EyePos); + float3 Reflected = normalize(reflect(-input.LightVec, input.Normal)); + + float4 IAmbient = float4(float3(0.05, 0.05, 0.05), 1.0); + float4 IDiffuse = float4(1.0, 1.0, 1.0, 1.0) * max(dot(input.Normal, input.LightVec), 0.0); + + float4 outFragColor = float4(IAmbient + IDiffuse * float4(input.Color, 1.0)); + + // Shadow + float3 lightVec = input.WorldPos - input.LightPos; + float sampledDist = shadowCubeMapSampler.Sample(lightVec).r; + float dist = length(lightVec); + + // Check if fragment is in shadow + float shadow = (dist <= sampledDist + EPSILON) ? 1.0 : SHADOW_OPACITY; + + outFragColor.rgb *= shadow; + return outFragColor; +} \ No newline at end of file