Add slang shaders for compute cloth sample
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190
shaders/slang/computecloth/cloth.slang
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190
shaders/slang/computecloth/cloth.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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struct VSInput
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{
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float3 Pos;
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float2 UV;
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float3 Normal;
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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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float2 UV;
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float3 Normal;
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float3 ViewVec;
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float3 LightVec;
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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 modelview;
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float4 lightPos;
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};
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[[vk::binding(0,0)]] ConstantBuffer<UBO> ubo;
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[[vk::binding(1,0)]] Sampler2D samplerColor;
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struct Particle {
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float4 pos;
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float4 vel;
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float4 uv;
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float4 normal;
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};
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[[vk::binding(0,0)]] StructuredBuffer<Particle> particleIn;
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[[vk::binding(1,0)]] RWStructuredBuffer<Particle> particleOut;
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struct UBOCompute
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{
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float deltaT;
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float particleMass;
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float springStiffness;
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float damping;
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float restDistH;
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float restDistV;
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float restDistD;
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float sphereRadius;
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float4 spherePos;
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float4 gravity;
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int2 particleCount;
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};
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[[vk::binding(2, 0)]] ConstantBuffer<UBOCompute> params;
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float3 springForce(float3 p0, float3 p1, float restDist)
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{
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float3 dist = p0 - p1;
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return normalize(dist) * params.springStiffness * (length(dist) - restDist);
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}
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[shader("vertex")]
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VSOutput vertexMain(VSInput input)
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{
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VSOutput output;
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output.UV = input.UV;
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output.Normal = input.Normal.xyz;
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float4 eyePos = mul(ubo.modelview, float4(input.Pos.x, input.Pos.y, input.Pos.z, 1.0));
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output.Pos = mul(ubo.projection, eyePos);
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float4 pos = float4(input.Pos, 1.0);
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float3 lPos = ubo.lightPos.xyz;
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output.LightVec = lPos - pos.xyz;
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output.ViewVec = -pos.xyz;
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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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float3 color = samplerColor.Sample(input.UV).rgb;
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float3 N = normalize(input.Normal);
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float3 L = normalize(input.LightVec);
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float3 V = normalize(input.ViewVec);
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float3 R = reflect(-L, N);
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float3 diffuse = max(dot(N, L), 0.15) * float3(1, 1, 1);
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float3 specular = pow(max(dot(R, V), 0.0), 8.0) * float3(0.2, 0.2, 0.2);
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return float4(diffuse * color.rgb + specular, 1.0);
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}
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[shader("compute")]
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[numthreads(10, 10, 1)]
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void computeMain(uint3 id: SV_DispatchThreadID, uniform uint calculateNormals)
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{
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uint index = id.y * params.particleCount.x + id.x;
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if (index > params.particleCount.x * params.particleCount.y)
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return;
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// Initial force from gravity
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float3 force = params.gravity.xyz * params.particleMass;
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float3 pos = particleIn[index].pos.xyz;
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float3 vel = particleIn[index].vel.xyz;
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// Spring forces from neighboring particles
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// left
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if (id.x > 0) {
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force += springForce(particleIn[index-1].pos.xyz, pos, params.restDistH);
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}
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// right
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if (id.x < params.particleCount.x - 1) {
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force += springForce(particleIn[index + 1].pos.xyz, pos, params.restDistH);
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}
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// upper
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if (id.y < params.particleCount.y - 1) {
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force += springForce(particleIn[index + params.particleCount.x].pos.xyz, pos, params.restDistV);
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}
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// lower
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if (id.y > 0) {
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force += springForce(particleIn[index - params.particleCount.x].pos.xyz, pos, params.restDistV);
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}
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// upper-left
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if ((id.x > 0) && (id.y < params.particleCount.y - 1)) {
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force += springForce(particleIn[index + params.particleCount.x - 1].pos.xyz, pos, params.restDistD);
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}
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// lower-left
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if ((id.x > 0) && (id.y > 0)) {
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force += springForce(particleIn[index - params.particleCount.x - 1].pos.xyz, pos, params.restDistD);
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}
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// upper-right
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if ((id.x < params.particleCount.x - 1) && (id.y < params.particleCount.y - 1)) {
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force += springForce(particleIn[index + params.particleCount.x + 1].pos.xyz, pos, params.restDistD);
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}
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// lower-right
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if ((id.x < params.particleCount.x - 1) && (id.y > 0)) {
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force += springForce(particleIn[index - params.particleCount.x + 1].pos.xyz, pos, params.restDistD);
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}
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force += (-params.damping * vel);
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// Integrate
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float3 f = force * (1.0 / params.particleMass);
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particleOut[index].pos = float4(pos + vel * params.deltaT + 0.5 * f * params.deltaT * params.deltaT, 1.0);
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particleOut[index].vel = float4(vel + f * params.deltaT, 0.0);
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// Sphere collision
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float3 sphereDist = particleOut[index].pos.xyz - params.spherePos.xyz;
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if (length(sphereDist) < params.sphereRadius + 0.01) {
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// If the particle is inside the sphere, push it to the outer radius
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particleOut[index].pos.xyz = params.spherePos.xyz + normalize(sphereDist) * (params.sphereRadius + 0.01);
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// Cancel out velocity
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particleOut[index].vel = float4(0, 0, 0, 0);
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}
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// Normals
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if (calculateNormals == 1) {
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float3 normal = float3(0, 0, 0);
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float3 a, b, c;
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if (id.y > 0) {
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if (id.x > 0) {
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a = particleIn[index - 1].pos.xyz - pos;
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b = particleIn[index - params.particleCount.x - 1].pos.xyz - pos;
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c = particleIn[index - params.particleCount.x].pos.xyz - pos;
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normal += cross(a,b) + cross(b,c);
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}
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if (id.x < params.particleCount.x - 1) {
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a = particleIn[index - params.particleCount.x].pos.xyz - pos;
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b = particleIn[index - params.particleCount.x + 1].pos.xyz - pos;
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c = particleIn[index + 1].pos.xyz - pos;
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normal += cross(a,b) + cross(b,c);
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}
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}
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if (id.y < params.particleCount.y - 1) {
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if (id.x > 0) {
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a = particleIn[index + params.particleCount.x].pos.xyz - pos;
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b = particleIn[index + params.particleCount.x - 1].pos.xyz - pos;
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c = particleIn[index - 1].pos.xyz - pos;
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normal += cross(a,b) + cross(b,c);
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}
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if (id.x < params.particleCount.x - 1) {
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a = particleIn[index + 1].pos.xyz - pos;
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b = particleIn[index + params.particleCount.x + 1].pos.xyz - pos;
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c = particleIn[index + params.particleCount.x].pos.xyz - pos;
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normal += cross(a,b) + cross(b,c);
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}
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}
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particleOut[index].normal = float4(normalize(normal), 0.0f);
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}
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}
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55
shaders/slang/computecloth/sphere.slang
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55
shaders/slang/computecloth/sphere.slang
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@ -0,0 +1,55 @@
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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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struct VSInput
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{
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float3 Pos;
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float2 UV;
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float3 Normal;
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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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float3 ViewVec;
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float3 LightVec;
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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 modelview;
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float4 lightPos;
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};
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ConstantBuffer<UBO> ubo;
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[shader("vertex")]
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VSOutput vertexMain(VSInput input)
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{
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VSOutput output;
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float4 eyePos = mul(ubo.modelview, float4(input.Pos.x, input.Pos.y, input.Pos.z, 1.0));
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output.Pos = mul(ubo.projection, eyePos);
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float4 pos = float4(input.Pos, 1.0);
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float3 lPos = ubo.lightPos.xyz;
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output.LightVec = lPos - pos.xyz;
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output.ViewVec = -pos.xyz;
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output.Normal = input.Normal;
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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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float3 color = float3(0.5, 0.5, 0.5);
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float3 N = normalize(input.Normal);
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float3 L = normalize(input.LightVec);
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float3 V = normalize(input.ViewVec);
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float3 R = reflect(-L, N);
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float3 diffuse = max(dot(N, L), 0.15);
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float3 specular = pow(max(dot(R, V), 0.0), 32.0);
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return float4(diffuse * color.rgb + specular, 1.0);
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}
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