Added slang shaders for pipeline samples

This commit is contained in:
Sascha Willems 2025-05-18 11:38:10 +02:00
parent b81e9d9654
commit d8c8630654
4 changed files with 299 additions and 0 deletions

View file

@ -0,0 +1,62 @@
/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct VSInput
{
float3 Pos;
float3 Normal;
float3 Color;
};
struct VSOutput
{
float4 Pos : SV_POSITION;
float3 Normal;
float3 Color;
float3 ViewVec;
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 = input.Color;
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, 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)
{
// Desaturate color
float3 color = lerp(input.Color, dot(float3(0.2126,0.7152,0.0722), input.Color).xxx, 0.65);
// High ambient colors because mesh materials are pretty dark
float3 ambient = color * float3(1.0, 1.0, 1.0);
float3 N = normalize(input.Normal);
float3 L = normalize(input.LightVec);
float3 V = normalize(input.ViewVec);
float3 R = reflect(-L, N);
float3 diffuse = max(dot(N, L), 0.0) * color;
float3 specular = pow(max(dot(R, V), 0.0), 32.0) * float3(0.35, 0.35, 0.35);
return float4(ambient + diffuse * 1.75 + specular, 1.0);
}

View file

@ -0,0 +1,70 @@
/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct VSInput
{
float3 Pos;
float3 Normal;
float3 Color;
};
struct VSOutput
{
float4 Pos : SV_POSITION;
float3 Normal;
float3 Color;
float3 ViewVec;
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 = input.Color;
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, 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)
{
// Desaturate color
float3 color = lerp(input.Color, dot(float3(0.2126,0.7152,0.0722), input.Color).xxx, 0.65);
// High ambient colors because mesh materials are pretty dark
float3 ambient = color * float3(1.0, 1.0, 1.0);
float3 N = normalize(input.Normal);
float3 L = normalize(input.LightVec);
float3 V = normalize(input.ViewVec);
float3 R = reflect(-L, N);
float3 diffuse = max(dot(N, L), 0.0) * color;
float3 specular = pow(max(dot(R, V), 0.0), 16.0) * float3(0.75, 0.75, 0.75);
float intensity = dot(N,L);
float shade = 1.0;
shade = intensity < 0.5 ? 0.75 : shade;
shade = intensity < 0.35 ? 0.6 : shade;
shade = intensity < 0.25 ? 0.5 : shade;
shade = intensity < 0.1 ? 0.25 : shade;
return float4(input.Color * 3.0 * shade, 1);
}

View file

@ -0,0 +1,40 @@
/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct VSInput
{
float4 Pos;
float2 UV;
float3 Color;
};
struct VSOutput
{
float4 Pos : SV_POSITION;
float3 Color;
};
struct UBO
{
float4x4 projection;
float4x4 model;
};
ConstantBuffer<UBO> ubo;
[shader("vertex")]
VSOutput vertexMain(VSInput input)
{
VSOutput output;
output.Color = input.Color;
output.Pos = mul(ubo.projection, mul(ubo.model, input.Pos));
return output;
}
[shader("fragment")]
float4 fragmentMain(VSOutput input)
{
return float4(input.Color * 1.5, 1);
}

View file

@ -0,0 +1,127 @@
/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct VSInput
{
float3 Pos;
float3 Normal;
float3 Color;
};
struct VSOutput
{
float4 Pos : SV_POSITION;
float3 Normal;
float3 Color;
float3 ViewVec;
float3 LightVec;
};
struct HSOutput
{
float4 Pos : SV_POSITION;
float3 Normal;
float3 Color;
float3 ViewVec;
float3 LightVec;
};
struct DSOutput
{
float4 Pos : SV_POSITION;
float3 Normal;
float3 Color;
float3 ViewVec;
float3 LightVec;
};
struct ConstantsHSOutput
{
float TessLevelOuter[3] : SV_TessFactor;
float TessLevelInner[2] : SV_InsideTessFactor;
};
struct UBO
{
float4x4 projection;
float4x4 modelview;
float4 lightPos;
};
ConstantBuffer<UBO> ubo;
struct PushConsts {
float3 objPos;
};
[[vk::push_constant]] PushConsts pushConsts;
ConstantsHSOutput ConstantsHS(InputPatch<VSOutput, 3> patch)
{
ConstantsHSOutput output;
output.TessLevelInner[0] = 2.0;
output.TessLevelInner[1] = 2.0;
output.TessLevelOuter[0] = 1.0;
output.TessLevelOuter[1] = 1.0;
output.TessLevelOuter[2] = 1.0;
return output;
}
[shader("hull")]
[domain("tri")]
[partitioning("integer")]
[outputtopology("triangle_ccw")]
[outputcontrolpoints(3)]
[patchconstantfunc("ConstantsHS")]
[maxtessfactor(20.0f)]
HSOutput hullMain(InputPatch<VSOutput, 3> patch, uint InvocationID: SV_OutputControlPointID)
{
HSOutput output;
output.Pos = patch[InvocationID].Pos;
output.Normal = patch[InvocationID].Normal;
output.Color = patch[InvocationID].Color;
output.ViewVec = patch[InvocationID].ViewVec;
output.LightVec = patch[InvocationID].LightVec;
return output;
}
[shader("domain")]
[domain("tri")]
DSOutput domainMain(ConstantsHSOutput input, float3 TessCoord: SV_DomainLocation, const OutputPatch<HSOutput, 3> patch)
{
DSOutput output;
output.Pos = (TessCoord.x * patch[2].Pos) + (TessCoord.y * patch[1].Pos) + (TessCoord.z * patch[0].Pos);
output.Normal = TessCoord.x * patch[2].Normal + TessCoord.y * patch[1].Normal + TessCoord.z * patch[0].Normal;
output.ViewVec = TessCoord.x * patch[2].ViewVec + TessCoord.y * patch[1].ViewVec + TessCoord.z * patch[0].ViewVec;
output.LightVec = TessCoord.x * patch[2].LightVec + TessCoord.y * patch[1].LightVec + TessCoord.z * patch[0].LightVec;
output.Color = patch[0].Color;
return output;
}
[shader("vertex")]
VSOutput vertexMain(VSInput input)
{
VSOutput output;
output.Color = input.Color;
float3 locPos = mul(ubo.modelview, float4(input.Pos, 1.0)).xyz;
float3 worldPos = mul(ubo.modelview, float4(input.Pos + pushConsts.objPos, 1.0)).xyz;
output.Pos = mul(ubo.projection, float4(worldPos, 1.0));
float4 pos = mul(ubo.modelview, float4(worldPos, 1.0));
output.Normal = mul((float3x3)ubo.modelview, input.Normal);
output.LightVec = ubo.lightPos.xyz - 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);
float3 diffuse = max(dot(N, L), 0.0) * input.Color;
float3 specular = pow(max(dot(R, V), 0.0), 8.0) * float3(0.75, 0.75, 0.75);
return float4(diffuse + specular, 0.5);
}