Add slang shader for gltf sample
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64
shaders/slang/gltfloading/mesh.slang
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64
shaders/slang/gltfloading/mesh.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 view;
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float4 lightPos;
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float4 viewPos;
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};
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ConstantBuffer<UBO> ubo;
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[shader("vertex")]
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VSOutput vertexMain(VSInput input, uniform float4x4 modelMat)
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{
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VSOutput output;
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output.Normal = input.Normal;
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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.view, mul(modelMat, float4(input.Pos.xyz, 1.0))));
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float4 pos = mul(ubo.view, mul(modelMat, float4(input.Pos.xyz, 1.0)));
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output.Normal = mul((float3x3)ubo.view, input.Normal);
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output.LightVec = ubo.lightPos.xyz - pos.xyz;
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output.ViewVec = ubo.viewPos.xyz - pos.xyz;
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return output;
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}
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[[vk::binding(0, 1)]] Sampler2D samplerColorMap;
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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);
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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), 16.0) * float3(0.75, 0.75, 0.75);
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return float4(diffuse * color.rgb + specular, 1.0);
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}
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90
shaders/slang/gltfscenerendering/scene.slang
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90
shaders/slang/gltfscenerendering/scene.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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float4 Tangent;
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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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float4 Tangent;
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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 view;
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float4 lightPos;
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float4 viewPos;
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};
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ConstantBuffer<UBO> ubo;
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struct PushConsts {
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float4x4 model;
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};
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[[vk::binding(0, 1)]] Sampler2D samplerColorMap;
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[[vk::binding(1, 1)]] Sampler2D samplerNormalMap;
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[SpecializationConstant] const bool ALPHA_MASK = false;
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[SpecializationConstant] const float ALPHA_MASK_CUTOFF = 0.0;
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[shader("vertex")]
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VSOutput vertexMain(VSInput input, uniform float4x4 modelMat)
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{
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VSOutput output;
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output.Normal = input.Normal;
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output.Color = input.Color;
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output.UV = input.UV;
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output.Tangent = input.Tangent;
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float4x4 modelView = mul(ubo.view, modelMat);
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output.Pos = mul(ubo.projection, mul(modelView, float4(input.Pos.xyz, 1.0)));
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output.Normal = mul((float3x3)modelMat, input.Normal);
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float4 pos = mul(modelMat, float4(input.Pos, 1.0));
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output.LightVec = ubo.lightPos.xyz - pos.xyz;
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output.ViewVec = ubo.viewPos.xyz - 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);
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if (ALPHA_MASK) {
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if (color.a < ALPHA_MASK_CUTOFF) {
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discard;
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}
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}
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float3 N = normalize(input.Normal);
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float3 T = normalize(input.Tangent.xyz);
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float3 B = cross(input.Normal, input.Tangent.xyz) * input.Tangent.w;
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float3x3 TBN = float3x3(T, B, N);
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N = mul(normalize(samplerNormalMap.Sample(input.UV).xyz * 2.0 - float3(1.0, 1.0, 1.0)), TBN);
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const float ambient = 0.1;
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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), ambient).rrr;
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float3 specular = pow(max(dot(R, V), 0.0), 32.0);
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return float4(diffuse * color.rgb + specular, color.a);
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}
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