Added slang shaders for hdr and graphics pipeline library samples
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5 changed files with 347 additions and 1 deletions
99
shaders/slang/graphicspipelinelibrary/uber.slang
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99
shaders/slang/graphicspipelinelibrary/uber.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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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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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 model;
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float4 lightPos;
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};
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ConstantBuffer<UBO> ubo;
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// We use this constant to control the flow of the shader depending on the
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// lighting model selected at pipeline creation time
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[[SpecializationConstant]] const int LIGHTING_MODEL = 0;
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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.xyz, 1.0)));
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float4 pos = mul(ubo.model, float4(input.Pos, 1.0));
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output.Normal = mul((float3x3)ubo.model, input.Normal);
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float3 lPos = mul((float3x3)ubo.model, 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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float3 outColor = float3(0.0);
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switch (LIGHTING_MODEL) {
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case 0: // Phong
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{
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float3 ambient = input.Color * float3(0.25, 0.25, 0.25);
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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), 32.0) * float3(0.75);
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outColor = ambient + diffuse * 1.75 + specular;
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break;
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}
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case 1: // Toon
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{
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float3 N = normalize(input.Normal);
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float3 L = normalize(input.LightVec);
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float intensity = dot(N, L);
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float3 color;
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if (intensity > 0.98)
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color = input.Color * 1.5;
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else if (intensity > 0.9)
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color = input.Color * 1.0;
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else if (intensity > 0.5)
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color = input.Color * 0.6;
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else if (intensity > 0.25)
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color = input.Color * 0.4;
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else
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color = input.Color * 0.2;
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outColor = color;
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break;
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}
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case 2: // No shading
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{
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outColor = input.Color;
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break;
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}
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case 3: // Greyscale
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outColor = dot(input.Color, float3(0.299, 0.587, 0.114));
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break;
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}
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// The scene itself is a bit dark, so brigthen it up a bit
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return float4(outColor * 1.25, 1.0);
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}
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