Add slang shader for deferred rendering sample
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83
shaders/slang/deferred/mrt.slang
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83
shaders/slang/deferred/mrt.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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[[vk::binding(1, 0)]] Sampler2D samplerColor;
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[[vk::binding(2, 0)]] Sampler2D samplerNormalMap;
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struct VSInput
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{
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float4 Pos;
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float2 UV;
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float3 Color;
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float3 Normal;
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float3 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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float2 UV;
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float3 Color;
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float3 WorldPos;
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float3 Tangent;
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};
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struct FSOutput
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{
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float4 Position;
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float4 Normal;
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float4 Albedo;
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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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float4x4 view;
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float4 instancePos[3];
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};
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[[vk::binding(0, 0)]] ConstantBuffer<UBO> ubo;
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[shader("vertex")]
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VSOutput vertexMain(VSInput input, uint InstanceIndex: SV_InstanceID)
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{
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VSOutput output;
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float4 tmpPos = input.Pos + ubo.instancePos[InstanceIndex];
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output.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, tmpPos)));
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output.UV = input.UV;
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// Vertex position in world space
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output.WorldPos = mul(ubo.model, tmpPos).xyz;
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// Normal in world space
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output.Normal = normalize(input.Normal);
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output.Tangent = normalize(input.Tangent);
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// Currently just vertex color
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output.Color = input.Color;
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return output;
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}
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[shader("fragment")]
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FSOutput fragmentMain(VSOutput input)
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{
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FSOutput output;
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output.Position = float4(input.WorldPos, 1.0);
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// Calculate normal in tangent space
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float3 N = normalize(input.Normal);
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float3 T = normalize(input.Tangent);
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float3 B = cross(N, T);
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float3x3 TBN = float3x3(T, B, N);
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float3 tnorm = mul(normalize(samplerNormalMap.Sample(input.UV).xyz * 2.0 - float3(1.0, 1.0, 1.0)), TBN);
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output.Normal = float4(tnorm, 1.0);
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output.Albedo = samplerColor.Sample(input.UV);
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return output;
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}
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