Add slang shaders for additional samples

This commit is contained in:
Sascha Willems 2025-05-16 19:15:29 +02:00
parent cb1f443160
commit c2e3b494da
4 changed files with 266 additions and 0 deletions

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/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct VSInput
{
float3 Pos;
float3 Normal;
float2 UV;
};
struct VSOutput
{
float4 Pos : SV_POSITION;
float3 Normal;
float2 UV;
};
struct HSOutput
{
float4 Pos : SV_POSITION;
float3 Normal;
float2 UV;
};
struct DSOutput
{
float4 Pos : SV_POSITION;
float3 Normal;
float2 UV;
float3 EyePos;
float3 LightVec;
};
struct UBO
{
float4x4 projection;
float4x4 model;
float4 lightPos;
float tessAlpha;
float tessStrength;
float tessLevel;
};
ConstantBuffer<UBO> ubo;
Sampler2D samplerColorAndDisplacementMap;
struct ConstantsHSOutput
{
float TessLevelOuter[3] : SV_TessFactor;
float TessLevelInner[2] : SV_InsideTessFactor;
};
ConstantsHSOutput ConstantsHS()
{
ConstantsHSOutput output;
output.TessLevelInner[0] = ubo.tessLevel;
output.TessLevelInner[1] = ubo.tessLevel;
output.TessLevelOuter[0] = ubo.tessLevel;
output.TessLevelOuter[1] = ubo.tessLevel;
output.TessLevelOuter[2] = ubo.tessLevel;
return output;
}
[shader("vertex")]
VSOutput vertexMain(VSInput input)
{
VSOutput output;
output.Pos = float4(input.Pos.xyz, 1.0);
output.UV = input.UV;
output.Normal = input.Normal;
return output;
}
[shader("hull")]
[domain("tri")]
[partitioning("integer")]
[outputtopology("triangle_cw")]
[outputcontrolpoints(3)]
[patchconstantfunc("ConstantsHS")]
[maxtessfactor(20.0f)]
HSOutput hullMain(InputPatch<VSOutput, 3> patch, uint InvocationID: SV_OutputControlPointID)
{
HSOutput output;
output.Pos = patch[InvocationID].Pos;
output.Normal = patch[InvocationID].Normal;
output.UV = patch[InvocationID].UV;
return output;
}
[shader("domain")]
[domain("tri")]
DSOutput domainMain(ConstantsHSOutput input, float3 TessCoord: SV_DomainLocation, const OutputPatch<HSOutput, 3> patch)
{
DSOutput output;
output.Pos = (TessCoord.x * patch[0].Pos) + (TessCoord.y * patch[1].Pos) + (TessCoord.z * patch[2].Pos);
output.UV = (TessCoord.x * patch[0].UV) + (TessCoord.y * patch[1].UV) + (TessCoord.z * patch[2].UV);
output.Normal = TessCoord.x * patch[0].Normal + TessCoord.y * patch[1].Normal + TessCoord.z * patch[2].Normal;
output.Pos.xyz += normalize(output.Normal) * (max(samplerColorAndDisplacementMap.SampleLevel(output.UV.xy, 0).a, 0.0) * ubo.tessStrength);
output.EyePos = output.Pos.xyz;
output.LightVec = normalize(ubo.lightPos.xyz - output.EyePos);
output.Pos = mul(ubo.projection, mul(ubo.model, output.Pos));
return output;
}
[shader("fragment")]
float4 fragmentMain(DSOutput input)
{
float3 N = normalize(input.Normal);
float3 L = normalize(float3(1.0, 1.0, 1.0));
float3 Eye = normalize(-input.EyePos);
float3 Reflected = normalize(reflect(-input.LightVec, input.Normal));
float4 IAmbient = float4(0.0, 0.0, 0.0, 1.0);
float4 IDiffuse = float4(1.0, 1.0, 1.0, 1.0) * max(dot(input.Normal, input.LightVec), 0.0);
return float4((IAmbient + IDiffuse) * float4(samplerColorAndDisplacementMap.Sample(input.UV).rgb, 1.0));
}

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/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct VSInput
{
float3 Pos;
float3 Normal;
float3 Color;
};
struct VSOutput
{
float4 Pos : SV_POSITION;
float3 Normal;
float3 Color;
float Visible;
float3 ViewVec;
float3 LightVec;
};
struct UBO
{
float4x4 projection;
float4x4 view;
float4x4 model;
float4 color;
float4 lightPos;
float visible;
};
ConstantBuffer<UBO> ubo;
[shader("vertex")]
VSOutput vertexMain(VSInput input)
{
VSOutput output;
output.Color = input.Color * ubo.color.rgb;
output.Visible = ubo.visible;
float4x4 modelView = mul(ubo.view, ubo.model);
output.Pos = mul(ubo.projection, mul(modelView, float4(input.Pos.xyz, 1.0)));
float4 pos = mul(ubo.model, float4(input.Pos, 1.0));
output.Normal = mul((float3x3)ubo.model, input.Normal);
output.LightVec = ubo.lightPos.xyz - pos.xyz;
output.ViewVec = -pos.xyz;
return output;
}
[shader("fragment")]
float4 fragmentMain(VSOutput input)
{
if (input.Visible > 0.0)
{
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), 0.25) * input.Color;
float3 specular = pow(max(dot(R, V), 0.0), 8.0) * float3(0.75);
return float4(diffuse + specular, 1.0);
}
else
{
return float4(float3(0.1, 0.1, 0.1), 1.0);
}
}

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/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct VSInput
{
float3 Pos;
float3 Normal;
float3 Color;
};
struct VSOutput
{
float4 Pos : SV_POSITION;
float3 Color;
};
struct UBO
{
float4x4 projection;
float4x4 view;
float4x4 model;
float4 color;
};
ConstantBuffer<UBO> ubo;
[shader("vertex")]
VSOutput vertexMain(VSInput input)
{
VSOutput output;
output.Color = input.Color * ubo.color.rgb;
output.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, float4(input.Pos.xyz, 1.0))));
return output;
}
[shader("fragment")]
float4 fragmentMain(VSOutput input)
{
return float4(input.Color, 0.5);
}

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/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct VSInput
{
float4 Pos;
float3 Color;
};
struct VSOutput
{
float4 Pos : SV_POSITION;
float3 Color;
};
struct UBO
{
float4x4 projection;
float4x4 view;
float4x4 model;
};
ConstantBuffer<UBO> ubo;
[shader("vertex")]
VSOutput vertexMain(VSInput input)
{
VSOutput output;
output.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, float4(input.Pos.xyz, 1.0))));
return output;
}
[shader("fragment")]
float4 fragmentMain()
{
return float4(1.0, 1.0, 1.0, 1.0);
}