Add slang shader for instancing sample
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3 changed files with 218 additions and 0 deletions
106
shaders/slang/instancing/instancing.slang
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106
shaders/slang/instancing/instancing.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 : POSITION0;
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float3 Normal : NORMAL0;
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float2 UV : TEXCOORD0;
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float3 Color : COLOR0;
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// Instanced attributes
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float3 instancePos : POSITION1;
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float3 instanceRot : TEXCOORD1;
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float instanceScale : TEXCOORD2;
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int instanceTexIndex : TEXCOORD3;
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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 Normal;
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float3 Color;
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float3 UV;
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float3 ViewVec;
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float3 LightVec;
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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 modelview;
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float4 lightPos;
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float locSpeed;
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float globSpeed;
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};
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ConstantBuffer<UBO> ubo;
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Sampler2DArray samplerArray;
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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.UV = float3(input.UV, input.instanceTexIndex);
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// rotate around x
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float s = sin(input.instanceRot.x + ubo.locSpeed);
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float c = cos(input.instanceRot.x + ubo.locSpeed);
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float3x3 mx = { c, -s, 0.0,
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s, c, 0.0,
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0.0, 0.0, 1.0 };
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// rotate around y
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s = sin(input.instanceRot.y + ubo.locSpeed);
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c = cos(input.instanceRot.y + ubo.locSpeed);
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float3x3 my = { c, 0.0, -s,
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0.0, 1.0, 0.0,
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s, 0.0, c };
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// rot around z
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s = sin(input.instanceRot.z + ubo.locSpeed);
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c = cos(input.instanceRot.z + ubo.locSpeed);
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float3x3 mz = { 1.0, 0.0, 0.0,
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0.0, c, -s,
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0.0, s, c };
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float3x3 rotMat = mul(mz, mul(my, mx));
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float4x4 gRotMat;
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s = sin(input.instanceRot.y + ubo.globSpeed);
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c = cos(input.instanceRot.y + ubo.globSpeed);
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gRotMat[0] = float4(c, 0.0, -s, 0.0);
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gRotMat[1] = float4(0.0, 1.0, 0.0, 0.0);
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gRotMat[2] = float4(s, 0.0, c, 0.0);
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gRotMat[3] = float4(0.0, 0.0, 0.0, 1.0);
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float4 locPos = float4(mul(rotMat, input.Pos.xyz), 1.0);
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float4 pos = float4((locPos.xyz * input.instanceScale) + input.instancePos, 1.0);
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output.Pos = mul(ubo.projection, mul(ubo.modelview, mul(gRotMat, pos)));
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output.Normal = mul((float3x3)mul(ubo.modelview, gRotMat), mul(rotMat, input.Normal));
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pos = mul(ubo.modelview, float4(input.Pos.xyz + input.instancePos, 1.0));
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float3 lPos = mul((float3x3)ubo.modelview, ubo.lightPos.xyz);
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output.LightVec = lPos - pos.xyz;
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output.ViewVec = -pos.xyz;
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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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float4 color = samplerArray.Sample(input.UV) * float4(input.Color, 1.0);
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float3 N = normalize(input.Normal);
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float3 L = normalize(input.LightVec);
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float3 V = normalize(input.ViewVec);
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float3 R = reflect(-L, N);
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float3 diffuse = max(dot(N, L), 0.1) * input.Color;
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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);
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return float4(diffuse * color.rgb + specular, 1.0);
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}
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62
shaders/slang/instancing/planet.slang
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62
shaders/slang/instancing/planet.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 Normal;
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float2 UV;
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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 Normal;
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float3 Color;
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float2 UV;
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float3 ViewVec;
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float3 LightVec;
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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 modelview;
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float4 lightPos;
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};
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ConstantBuffer<UBO> ubo;
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Sampler2D samplerColorMap;
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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.UV = input.UV;
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output.Pos = mul(ubo.projection, mul(ubo.modelview, float4(input.Pos.xyz, 1.0)));
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float4 pos = mul(ubo.modelview, float4(input.Pos, 1.0));
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output.Normal = mul((float3x3)ubo.modelview, input.Normal);
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float3 lPos = mul((float3x3)ubo.modelview, ubo.lightPos.xyz);
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output.LightVec = lPos - pos.xyz;
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output.ViewVec = -pos.xyz;
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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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float4 color = samplerColorMap.Sample(input.UV) * float4(input.Color, 1.0) * 1.5;
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float3 N = normalize(input.Normal);
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float3 L = normalize(input.LightVec);
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float3 V = normalize(input.ViewVec);
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float3 R = reflect(-L, N);
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float3 diffuse = max(dot(N, L), 0.0) * input.Color;
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float3 specular = pow(max(dot(R, V), 0.0), 4.0) * float3(0.5, 0.5, 0.5) * color.r;
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return float4(diffuse * color.rgb + specular, 1.0);
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}
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50
shaders/slang/instancing/starfield.slang
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50
shaders/slang/instancing/starfield.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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#define HASHSCALE3 float3(443.897, 441.423, 437.195)
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#define STARFREQUENCY 0.01
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// Hash function by Dave Hoskins (https://www.shadertoy.com/view/4djSRW)
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float hash33(float3 p3)
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{
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p3 = frac(p3 * HASHSCALE3);
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p3 += dot(p3, p3.yxz+float3(19.19, 19.19, 19.19));
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return frac((p3.x + p3.y)*p3.z + (p3.x+p3.z)*p3.y + (p3.y+p3.z)*p3.x);
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}
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float3 starField(float3 pos)
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{
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float3 color = float3(0.0, 0.0, 0.0);
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float threshhold = (1.0 - STARFREQUENCY);
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float rnd = hash33(pos);
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if (rnd >= threshhold)
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{
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float starCol = pow((rnd - threshhold) / (1.0 - threshhold), 16.0);
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color += starCol.xxx;
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}
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return 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 UVW;
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};
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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.UVW = float3((VertexIndex << 1) & 2, VertexIndex & 2, VertexIndex & 2);
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output.Pos = float4(output.UVW.xy * 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 float4(starField(input.UVW), 1.0);
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}
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