Add slang shaders for additional samples
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18 changed files with 1425 additions and 0 deletions
28
shaders/slang/conservativeraster/fullscreen.slang
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28
shaders/slang/conservativeraster/fullscreen.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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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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38
shaders/slang/conservativeraster/triangle.slang
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38
shaders/slang/conservativeraster/triangle.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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};
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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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float3 Color;
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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 model;
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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.Color = input.Color;
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output.Pos = mul(ubo.projection, mul(ubo.model, float4(input.Pos, 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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return float4(input.Color, 1);
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}
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11
shaders/slang/conservativeraster/triangleoverlay.slang
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shaders/slang/conservativeraster/triangleoverlay.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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[shader("fragment")]
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float4 fragmentMain()
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{
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return float4(1.0, 1.0, 1.0, 1.0);
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}
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