Add slang shader for deferred rendering sample
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110
shaders/slang/deferred/deferred.slang
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110
shaders/slang/deferred/deferred.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 samplerposition;
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[[vk::binding(2, 0)]] Sampler2D samplerNormal;
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[[vk::binding(3, 0)]] Sampler2D samplerAlbedo;
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struct Light {
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float4 position;
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float3 color;
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float radius;
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};
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struct UBO
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{
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Light lights[6];
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float4 viewPos;
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int displayDebugTarget;
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};
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[[vk::binding(4, 0)]] ConstantBuffer<UBO> ubo;
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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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float2 UV;
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};
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[shader("vertex")]
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VSOutput vertexMain(uint VertexIndex: SV_VertexID)
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{
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VSOutput output;
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output.UV = float2((VertexIndex << 1) & 2, VertexIndex & 2);
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output.Pos = float4(output.UV * 2.0f - 1.0f, 0.0f, 1.0f);
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return output;
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}
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[shader("fragment")]
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float4 fragmentMain(VSOutput input)
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{
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// Get G-Buffer values
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float3 fragPos = samplerposition.Sample(input.UV).rgb;
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float3 normal = samplerNormal.Sample(input.UV).rgb;
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float4 albedo = samplerAlbedo.Sample(input.UV);
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float3 fragcolor;
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// Debug display
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if (ubo.displayDebugTarget > 0) {
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switch (ubo.displayDebugTarget) {
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case 1:
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fragcolor.rgb = fragPos;
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break;
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case 2:
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fragcolor.rgb = normal;
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break;
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case 3:
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fragcolor.rgb = albedo.rgb;
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break;
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case 4:
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fragcolor.rgb = albedo.aaa;
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break;
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}
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return float4(fragcolor, 1.0);
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}
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#define lightCount 6
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#define ambient 0.0
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// Ambient part
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fragcolor = albedo.rgb * ambient;
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for(int i = 0; i < lightCount; ++i)
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{
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// Vector to light
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float3 L = ubo.lights[i].position.xyz - fragPos;
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// Distance from light to fragment position
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float dist = length(L);
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// Viewer to fragment
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float3 V = ubo.viewPos.xyz - fragPos;
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V = normalize(V);
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//if(dist < ubo.lights[i].radius)
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{
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// Light to fragment
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L = normalize(L);
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// Attenuation
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float atten = ubo.lights[i].radius / (pow(dist, 2.0) + 1.0);
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// Diffuse part
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float3 N = normalize(normal);
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float NdotL = max(0.0, dot(N, L));
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float3 diff = ubo.lights[i].color * albedo.rgb * NdotL * atten;
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// Specular part
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// Specular map values are stored in alpha of albedo mrt
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float3 R = reflect(-L, N);
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float NdotR = max(0.0, dot(R, V));
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float3 spec = ubo.lights[i].color * albedo.a * pow(NdotR, 16.0) * atten;
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fragcolor += diff + spec;
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}
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}
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return float4(fragcolor, 1.0);
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}
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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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