Add slang shaders for tessellation samples
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83
shaders/slang/tessellation/passthrough.slang
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83
shaders/slang/tessellation/passthrough.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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float3 Normal;
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float2 UV;
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};
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struct HSOutput
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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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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 ConstantsHSOutput
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{
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float TessLevelOuter[3] : SV_TessFactor;
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float TessLevelInner[2] : SV_InsideTessFactor;
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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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float tessAlpha;
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float tessLevel;
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};
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ConstantBuffer<UBO> ubo;
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ConstantsHSOutput ConstantsHS(InputPatch<VSOutput, 3> patch)
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{
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ConstantsHSOutput output;
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output.TessLevelInner[0] = 1;
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output.TessLevelInner[1] = 1;
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output.TessLevelOuter[0] = 1;
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output.TessLevelOuter[1] = 1;
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output.TessLevelOuter[2] = 1;
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return output;
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}
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[shader("hull")]
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[domain("tri")]
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[partitioning("integer")]
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[outputtopology("triangle_cw")]
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[outputcontrolpoints(3)]
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[patchconstantfunc("ConstantsHS")]
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[maxtessfactor(20.0f)]
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HSOutput hullMain(InputPatch<VSOutput, 3> patch, uint InvocationID : SV_OutputControlPointID)
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{
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HSOutput output;
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output.Pos = patch[InvocationID].Pos;
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output.Normal = patch[InvocationID].Normal;
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output.UV = patch[InvocationID].UV;
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return output;
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}
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[shader("domain")]
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[domain("tri")]
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DSOutput domainMain(ConstantsHSOutput input, float3 TessCoord: SV_DomainLocation, const OutputPatch<HSOutput, 3> patch)
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{
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DSOutput output = (DSOutput)0;
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output.Pos = (TessCoord.x * patch[0].Pos) +
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(TessCoord.y * patch[1].Pos) +
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(TessCoord.z * patch[2].Pos);
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output.Pos = mul(ubo.projection, mul(ubo.model, output.Pos));
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output.Normal = TessCoord.x * patch[0].Normal + TessCoord.y * patch[1].Normal + TessCoord.z * patch[2].Normal;
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output.UV = TessCoord.x * patch[0].UV + TessCoord.y * patch[1].UV + TessCoord.z * patch[2].UV;
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return output;
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}
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