Add slang shaders for additional samples

This commit is contained in:
Sascha Willems 2025-05-10 15:20:40 +02:00
parent 7e5a387eb8
commit d6a1f6af06
4 changed files with 198 additions and 0 deletions

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

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/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct VSInput
{
float3 Pos;
float3 Color;
float3 Normal;
};
struct VSOutput
{
float4 Pos : SV_POSITION;
float3 Normal;
float3 Color;
float3 LightVec;
};
struct UBO
{
float4x4 projection;
float4x4 model;
float4 lightPos;
};
ConstantBuffer<UBO> ubo;
Sampler2D samplerColorMap;
[shader("vertex")]
VSOutput vertexMain(VSInput input)
{
VSOutput output;
output.Color = float3(1.0, 0.0, 0.0);
output.Pos = mul(ubo.projection, mul(ubo.model, float4(input.Pos.xyz, 1.0)));
output.Normal = mul((float3x3)ubo.model, input.Normal);
float4 pos = mul(ubo.model, float4(input.Pos, 1.0));
float3 lPos = mul((float3x3)ubo.model, ubo.lightPos.xyz);
output.LightVec = lPos - pos.xyz;
return output;
}
[shader("fragment")]
float4 fragmentMain(VSOutput input)
{
float3 color;
float3 N = normalize(input.Normal);
float3 L = normalize(input.LightVec);
float intensity = dot(N,L);
if (intensity > 0.98)
color = input.Color * 1.5;
else if (intensity > 0.9)
color = input.Color * 1.0;
else if (intensity > 0.5)
color = input.Color * 0.6;
else if (intensity > 0.25)
color = input.Color * 0.4;
else
color = input.Color * 0.2;
// Desaturate a bit
color = lerp(color, dot(float3(0.2126,0.7152,0.0722), color).xxx, 0.1);
return float4(color, 1);
}

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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;
float3 ViewVec;
float3 LightVec;
};
struct UBO
{
float4x4 projection;
float4x4 model;
float4 lightPos;
};
ConstantBuffer<UBO> ubo;
[shader("vertex")]
VSOutput vertexMain(VSInput input)
{
VSOutput output;
output.Normal = input.Normal;
output.UV = input.UV;
output.Pos = mul(ubo.projection, mul(ubo.model, float4(input.Pos.xyz, 1.0)));
float4 pos = mul(ubo.model, float4(input.Pos, 1.0));
output.Normal = mul((float3x3)ubo.model, normalize(input.Normal));
float3 lPos = mul((float3x3)ubo.model, ubo.lightPos.xyz);
output.LightVec = lPos - pos.xyz;
output.ViewVec = -pos.xyz;
return output;
}
[shader("fragment")]
float4 fragmentMain(VSOutput input)
{
float3 N = normalize(input.Normal);
float3 L = normalize(input.LightVec);
float3 V = normalize(input.ViewVec);
float3 R = reflect(-L, N);
float diffuse = max(dot(N, L), 0.0);
float specular = pow(max(dot(R, V), 0.0), 1.0);
return float4(((diffuse + specular) * 0.25).xxx, 1.0);
}

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/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct VSInput
{
float2 Pos;
float2 UV;
};
struct VSOutput
{
float4 Pos : SV_POSITION;
float2 UV;
};
Sampler2D samplerFont;
[shader("vertex")]
VSOutput vertexMain(VSInput input)
{
VSOutput output;
output.Pos = float4(input.Pos, 0.0, 1.0);
output.UV = input.UV;
return output;
}
[shader("fragment")]
float4 fragmentMain(VSOutput input)
{
float color = samplerFont.Sample(input.UV).r;
return color.xxxx;
}