diff --git a/shaders/slang/instancing/instancing.slang b/shaders/slang/instancing/instancing.slang new file mode 100644 index 00000000..8541d187 --- /dev/null +++ b/shaders/slang/instancing/instancing.slang @@ -0,0 +1,106 @@ +/* Copyright (c) 2025, Sascha Willems + * + * SPDX-License-Identifier: MIT + * + */ + +struct VSInput +{ + float3 Pos : POSITION0; + float3 Normal : NORMAL0; + float2 UV : TEXCOORD0; + float3 Color : COLOR0; + // Instanced attributes + float3 instancePos : POSITION1; + float3 instanceRot : TEXCOORD1; + float instanceScale : TEXCOORD2; + int instanceTexIndex : TEXCOORD3; +}; + +struct VSOutput +{ + float4 Pos : SV_POSITION; + float3 Normal; + float3 Color; + float3 UV; + float3 ViewVec; + float3 LightVec; +}; + +struct UBO +{ + float4x4 projection; + float4x4 modelview; + float4 lightPos; + float locSpeed; + float globSpeed; +}; +ConstantBuffer ubo; +Sampler2DArray samplerArray; + +[shader("vertex")] +VSOutput vertexMain(VSInput input) +{ + VSOutput output; + output.Color = input.Color; + output.UV = float3(input.UV, input.instanceTexIndex); + + // rotate around x + float s = sin(input.instanceRot.x + ubo.locSpeed); + float c = cos(input.instanceRot.x + ubo.locSpeed); + + float3x3 mx = { c, -s, 0.0, + s, c, 0.0, + 0.0, 0.0, 1.0 }; + + // rotate around y + s = sin(input.instanceRot.y + ubo.locSpeed); + c = cos(input.instanceRot.y + ubo.locSpeed); + + float3x3 my = { c, 0.0, -s, + 0.0, 1.0, 0.0, + s, 0.0, c }; + + // rot around z + s = sin(input.instanceRot.z + ubo.locSpeed); + c = cos(input.instanceRot.z + ubo.locSpeed); + + float3x3 mz = { 1.0, 0.0, 0.0, + 0.0, c, -s, + 0.0, s, c }; + + float3x3 rotMat = mul(mz, mul(my, mx)); + + float4x4 gRotMat; + s = sin(input.instanceRot.y + ubo.globSpeed); + c = cos(input.instanceRot.y + ubo.globSpeed); + gRotMat[0] = float4(c, 0.0, -s, 0.0); + gRotMat[1] = float4(0.0, 1.0, 0.0, 0.0); + gRotMat[2] = float4(s, 0.0, c, 0.0); + gRotMat[3] = float4(0.0, 0.0, 0.0, 1.0); + + float4 locPos = float4(mul(rotMat, input.Pos.xyz), 1.0); + float4 pos = float4((locPos.xyz * input.instanceScale) + input.instancePos, 1.0); + + output.Pos = mul(ubo.projection, mul(ubo.modelview, mul(gRotMat, pos))); + output.Normal = mul((float3x3)mul(ubo.modelview, gRotMat), mul(rotMat, input.Normal)); + + pos = mul(ubo.modelview, float4(input.Pos.xyz + input.instancePos, 1.0)); + float3 lPos = mul((float3x3)ubo.modelview, ubo.lightPos.xyz); + output.LightVec = lPos - pos.xyz; + output.ViewVec = -pos.xyz; + return output; +} + +[shader("fragment")] +float4 fragmentMain(VSOutput input) +{ + float4 color = samplerArray.Sample(input.UV) * float4(input.Color, 1.0); + float3 N = normalize(input.Normal); + float3 L = normalize(input.LightVec); + float3 V = normalize(input.ViewVec); + float3 R = reflect(-L, N); + float3 diffuse = max(dot(N, L), 0.1) * input.Color; + float3 specular = (dot(N,L) > 0.0) ? pow(max(dot(R, V), 0.0), 16.0) * float3(0.75, 0.75, 0.75) * color.r : float3(0.0, 0.0, 0.0); + return float4(diffuse * color.rgb + specular, 1.0); +} \ No newline at end of file diff --git a/shaders/slang/instancing/planet.slang b/shaders/slang/instancing/planet.slang new file mode 100644 index 00000000..ca8bb346 --- /dev/null +++ b/shaders/slang/instancing/planet.slang @@ -0,0 +1,62 @@ +/* Copyright (c) 2025, Sascha Willems + * + * SPDX-License-Identifier: MIT + * + */ + +struct VSInput +{ + float3 Pos; + float3 Normal; + float2 UV; + float3 Color; +}; + +struct VSOutput +{ + float4 Pos : SV_POSITION; + float3 Normal; + float3 Color; + float2 UV; + float3 ViewVec; + float3 LightVec; +}; + +struct UBO +{ + float4x4 projection; + float4x4 modelview; + float4 lightPos; +}; +ConstantBuffer ubo; + +Sampler2D samplerColorMap; + +[shader("vertex")] +VSOutput vertexMain(VSInput input) +{ + VSOutput output; + output.Color = input.Color; + output.UV = input.UV; + output.Pos = mul(ubo.projection, mul(ubo.modelview, float4(input.Pos.xyz, 1.0))); + + float4 pos = mul(ubo.modelview, float4(input.Pos, 1.0)); + output.Normal = mul((float3x3)ubo.modelview, input.Normal); + float3 lPos = mul((float3x3)ubo.modelview, ubo.lightPos.xyz); + output.LightVec = lPos - pos.xyz; + output.ViewVec = -pos.xyz; + return output; +} + +[shader("fragment")] +float4 fragmentMain(VSOutput input) +{ + float4 color = samplerColorMap.Sample(input.UV) * float4(input.Color, 1.0) * 1.5; + float3 N = normalize(input.Normal); + float3 L = normalize(input.LightVec); + float3 V = normalize(input.ViewVec); + float3 R = reflect(-L, N); + float3 diffuse = max(dot(N, L), 0.0) * input.Color; + float3 specular = pow(max(dot(R, V), 0.0), 4.0) * float3(0.5, 0.5, 0.5) * color.r; + return float4(diffuse * color.rgb + specular, 1.0); +} \ No newline at end of file diff --git a/shaders/slang/instancing/starfield.slang b/shaders/slang/instancing/starfield.slang new file mode 100644 index 00000000..2a5fbab5 --- /dev/null +++ b/shaders/slang/instancing/starfield.slang @@ -0,0 +1,50 @@ +/* Copyright (c) 2025, Sascha Willems + * + * SPDX-License-Identifier: MIT + * + */ + +#define HASHSCALE3 float3(443.897, 441.423, 437.195) +#define STARFREQUENCY 0.01 + +// Hash function by Dave Hoskins (https://www.shadertoy.com/view/4djSRW) +float hash33(float3 p3) +{ + p3 = frac(p3 * HASHSCALE3); + p3 += dot(p3, p3.yxz+float3(19.19, 19.19, 19.19)); + return frac((p3.x + p3.y)*p3.z + (p3.x+p3.z)*p3.y + (p3.y+p3.z)*p3.x); +} + +float3 starField(float3 pos) +{ + float3 color = float3(0.0, 0.0, 0.0); + float threshhold = (1.0 - STARFREQUENCY); + float rnd = hash33(pos); + if (rnd >= threshhold) + { + float starCol = pow((rnd - threshhold) / (1.0 - threshhold), 16.0); + color += starCol.xxx; + } + return color; +} + +struct VSOutput +{ + float4 Pos : SV_POSITION; + float3 UVW; +}; + +[shader("vertex")] +VSOutput vertexMain(uint VertexIndex: SV_VertexID) +{ + VSOutput output; + output.UVW = float3((VertexIndex << 1) & 2, VertexIndex & 2, VertexIndex & 2); + output.Pos = float4(output.UVW.xy * 2.0f - 1.0f, 0.0f, 1.0f); + return output; +} + +[shader("fragment")] +float4 fragmentMain(VSOutput input) +{ + return float4(starField(input.UVW), 1.0); +} \ No newline at end of file