Add slang shaders for tessellation samples
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46
shaders/slang/tessellation/base.slang
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46
shaders/slang/tessellation/base.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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};
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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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float2 UV;
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};
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struct DSOutput
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{
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float3 Normal;
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float2 UV;
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};
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[[vk::binding(0, 1)]] 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.Pos = float4(input.Pos.xyz, 1.0);
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output.Normal = input.Normal;
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output.UV = input.UV;
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return output;
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}
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[shader("fragment")]
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float4 fragmentMain(DSOutput input)
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{
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float3 N = normalize(input.Normal);
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float3 L = normalize(float3(0.0, -4.0, 4.0));
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float4 color = samplerColorMap.Sample(input.UV);
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return float4(clamp(max(dot(N,L), 0.0), 0.2, 1.0) * color.rgb * 1.5, 1);
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}
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