Add slang shaders for additional samples

This commit is contained in:
Sascha Willems 2025-05-04 13:31:14 +02:00
parent 0e975064d9
commit b3c032ef68
18 changed files with 1425 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;
};
Sampler2D samplerColor;
[shader("vertex")]
VSOutput vertexMain(uint VertexIndex: SV_VertexID)
{
VSOutput output;
output.UV = float2((VertexIndex << 1) & 2, VertexIndex & 2);
output.Pos = float4(output.UV * 2.0f - 1.0f, 0.0f, 1.0f);
return output;
}
[shader("fragment")]
float4 fragmentMain(VSOutput input)
{
return samplerColor.Sample(input.UV);
}

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/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct VSInput
{
float3 Pos;
float3 Color;
};
struct VSOutput
{
float4 Pos : SV_POSITION;
float3 Color;
};
struct UBO
{
float4x4 projection;
float4x4 model;
};
ConstantBuffer<UBO> ubo;
[shader("vertex")]
VSOutput vertexMain(VSInput input)
{
VSOutput output;
output.Color = input.Color;
output.Pos = mul(ubo.projection, mul(ubo.model, float4(input.Pos, 1.0)));
return output;
}
[shader("fragment")]
float4 fragmentMain(VSOutput input)
{
return float4(input.Color, 1);
}

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/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
[shader("fragment")]
float4 fragmentMain()
{
return float4(1.0, 1.0, 1.0, 1.0);
}