Add slang shader for deferred rendering sample

This commit is contained in:
Sascha Willems 2025-04-24 20:26:17 +02:00
parent 8b405be480
commit d718d271e2
2 changed files with 193 additions and 0 deletions

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/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
[[vk::binding(1, 0)]] Sampler2D samplerposition;
[[vk::binding(2, 0)]] Sampler2D samplerNormal;
[[vk::binding(3, 0)]] Sampler2D samplerAlbedo;
struct Light {
float4 position;
float3 color;
float radius;
};
struct UBO
{
Light lights[6];
float4 viewPos;
int displayDebugTarget;
};
[[vk::binding(4, 0)]] ConstantBuffer<UBO> ubo;
struct VSOutput
{
float4 Pos : SV_POSITION;
float2 UV;
};
[shader("vertex")]
VSOutput vertexMain(uint VertexIndex: SV_VertexID)
{
VSOutput output;
output.UV = float2((VertexIndex << 1) & 2, VertexIndex & 2);
output.Pos = float4(output.UV * 2.0f - 1.0f, 0.0f, 1.0f);
return output;
}
[shader("fragment")]
float4 fragmentMain(VSOutput input)
{
// Get G-Buffer values
float3 fragPos = samplerposition.Sample(input.UV).rgb;
float3 normal = samplerNormal.Sample(input.UV).rgb;
float4 albedo = samplerAlbedo.Sample(input.UV);
float3 fragcolor;
// Debug display
if (ubo.displayDebugTarget > 0) {
switch (ubo.displayDebugTarget) {
case 1:
fragcolor.rgb = fragPos;
break;
case 2:
fragcolor.rgb = normal;
break;
case 3:
fragcolor.rgb = albedo.rgb;
break;
case 4:
fragcolor.rgb = albedo.aaa;
break;
}
return float4(fragcolor, 1.0);
}
#define lightCount 6
#define ambient 0.0
// Ambient part
fragcolor = albedo.rgb * ambient;
for(int i = 0; i < lightCount; ++i)
{
// Vector to light
float3 L = ubo.lights[i].position.xyz - fragPos;
// Distance from light to fragment position
float dist = length(L);
// Viewer to fragment
float3 V = ubo.viewPos.xyz - fragPos;
V = normalize(V);
//if(dist < ubo.lights[i].radius)
{
// Light to fragment
L = normalize(L);
// Attenuation
float atten = ubo.lights[i].radius / (pow(dist, 2.0) + 1.0);
// Diffuse part
float3 N = normalize(normal);
float NdotL = max(0.0, dot(N, L));
float3 diff = ubo.lights[i].color * albedo.rgb * NdotL * atten;
// Specular part
// Specular map values are stored in alpha of albedo mrt
float3 R = reflect(-L, N);
float NdotR = max(0.0, dot(R, V));
float3 spec = ubo.lights[i].color * albedo.a * pow(NdotR, 16.0) * atten;
fragcolor += diff + spec;
}
}
return float4(fragcolor, 1.0);
}

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/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
[[vk::binding(1, 0)]] Sampler2D samplerColor;
[[vk::binding(2, 0)]] Sampler2D samplerNormalMap;
struct VSInput
{
float4 Pos;
float2 UV;
float3 Color;
float3 Normal;
float3 Tangent;
};
struct VSOutput
{
float4 Pos : SV_POSITION;
float3 Normal;
float2 UV;
float3 Color;
float3 WorldPos;
float3 Tangent;
};
struct FSOutput
{
float4 Position;
float4 Normal;
float4 Albedo;
};
struct UBO
{
float4x4 projection;
float4x4 model;
float4x4 view;
float4 instancePos[3];
};
[[vk::binding(0, 0)]] ConstantBuffer<UBO> ubo;
[shader("vertex")]
VSOutput vertexMain(VSInput input, uint InstanceIndex: SV_InstanceID)
{
VSOutput output;
float4 tmpPos = input.Pos + ubo.instancePos[InstanceIndex];
output.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, tmpPos)));
output.UV = input.UV;
// Vertex position in world space
output.WorldPos = mul(ubo.model, tmpPos).xyz;
// Normal in world space
output.Normal = normalize(input.Normal);
output.Tangent = normalize(input.Tangent);
// Currently just vertex color
output.Color = input.Color;
return output;
}
[shader("fragment")]
FSOutput fragmentMain(VSOutput input)
{
FSOutput output;
output.Position = float4(input.WorldPos, 1.0);
// Calculate normal in tangent space
float3 N = normalize(input.Normal);
float3 T = normalize(input.Tangent);
float3 B = cross(N, T);
float3x3 TBN = float3x3(T, B, N);
float3 tnorm = mul(normalize(samplerNormalMap.Sample(input.UV).xyz * 2.0 - float3(1.0, 1.0, 1.0)), TBN);
output.Normal = float4(tnorm, 1.0);
output.Albedo = samplerColor.Sample(input.UV);
return output;
}