Add slang shader for omni-directional shadow mapping sample

This commit is contained in:
Sascha Willems 2025-04-29 20:22:19 +02:00
parent 153aa3b932
commit afd37811ec
3 changed files with 205 additions and 0 deletions

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/* 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> 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;
}

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/* 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> 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);
}

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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;
float3 Normal;
float3 Color;
float3 EyePos;
float3 LightVec;
float3 WorldPos;
float3 LightPos;
};
struct UBO
{
float4x4 projection;
float4x4 view;
float4x4 model;
float4 lightPos;
};
ConstantBuffer<UBO> 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;
}