Added slang shaders for hdr and graphics pipeline library samples
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381c6eff03
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5 changed files with 347 additions and 1 deletions
80
shaders/slang/hdr/bloom.slang
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80
shaders/slang/hdr/bloom.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 samplerColor0;
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Sampler2D samplerColor1;
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[[SpecializationConstant]] const int dir = 0;
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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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// From the OpenGL Super bible
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const float weights[] = { 0.0024499299678342,
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0.0043538453346397,
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0.0073599963704157,
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0.0118349786570722,
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0.0181026699707781,
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0.0263392293891488,
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0.0364543006660986,
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0.0479932050577658,
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0.0601029809166942,
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0.0715974486241365,
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0.0811305381519717,
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0.0874493212267511,
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0.0896631113333857,
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0.0874493212267511,
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0.0811305381519717,
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0.0715974486241365,
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0.0601029809166942,
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0.0479932050577658,
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0.0364543006660986,
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0.0263392293891488,
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0.0181026699707781,
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0.0118349786570722,
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0.0073599963704157,
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0.0043538453346397,
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0.0024499299678342};
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const float blurScale = 0.003;
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const float blurStrength = 1.0;
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float ar = 1.0;
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// Aspect ratio for vertical blur pass
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if (dir == 1)
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{
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float2 ts;
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samplerColor1.GetDimensions(ts.x, ts.y);
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ar = ts.y / ts.x;
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}
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float2 P = input.UV.yx - float2(0, (25 >> 1) * ar * blurScale);
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float4 color = float4(0.0, 0.0, 0.0, 0.0);
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for (int i = 0; i < 25; i++)
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{
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float2 dv = float2(0.0, i * blurScale) * ar;
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color += samplerColor1.Sample(P + dv) * weights[i] * blurStrength;
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}
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return color;
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}
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