procedural-3d-engine/shaders/hlsl
Sascha Willems 8d50885e92 Added slang shaders for compute cull and lod sample
Adjusted vertex bindings
2025-05-19 18:13:34 +02:00
..
base
bloom
computecloth Code cleanup, rework, additional code comments 2024-01-07 20:04:18 +01:00
computecullandlod Added slang shaders for compute cull and lod sample 2025-05-19 18:13:34 +02:00
computeheadless
computenbody Code cleanup, restructuring. code comments 2024-01-08 19:04:03 +01:00
computeparticles
computeraytracing Heavily reworked this sample 2024-01-12 12:45:14 +01:00
computeshader
conditionalrender
conservativeraster
debugprintf Added sample for shader debugprintf 2023-12-24 14:50:29 +01:00
debugutils Replaced the deprecated debug marker sample with debug utils 2023-12-22 12:04:50 +01:00
deferred
deferredmultisampling
deferredshadows
descriptorindexing
descriptorsets
displacement Code cleanup, simplified descriptor setup 2024-01-15 19:12:06 +01:00
distancefieldfonts Code cleanup, simplified, added code comments 2024-01-13 15:59:19 +01:00
dynamicuniformbuffer
gears Complete rework of the sample 2024-01-06 16:47:11 +01:00
geometryshader Code cleanup and simplification 2024-01-14 11:04:43 +01:00
gltfloading
gltfscenerendering
hdr Updated hlsl shaders 2024-01-20 13:06:04 +01:00
imgui
indirectdraw
inlineuniformblocks
inputattachments
instancing
mesh
meshshader Recompile shaders for mesh shading sample with updated shader compilers 2025-03-13 18:07:31 +01:00
multisampling
multithreading
multiview
negativeviewportheight
occlusionquery
offscreen Adjust clipping planes 2025-02-01 15:35:19 +01:00
oit
parallaxmapping
particlesystem Renamed particle fire sample 2023-07-16 16:03:29 +02:00
pbrbasic
pbribl
pbrtexture
pipelines
pipelinestatistics
pushconstants
pushdescriptors
radialblur
raytracingbasic Fixed HLSL shaders (mostly ray tracing related) 2023-10-13 17:26:51 +02:00
raytracingcallable Fixed HLSL shaders (mostly ray tracing related) 2023-10-13 17:26:51 +02:00
raytracingpositionfetch Fixed closesthit shader 2024-04-19 10:34:12 +02:00
raytracingreflections Fixed HLSL shaders (mostly ray tracing related) 2023-10-13 17:26:51 +02:00
raytracingsbtdata Fixed HLSL shaders (mostly ray tracing related) 2023-10-13 17:26:51 +02:00
raytracingshadows Fixed HLSL shaders (mostly ray tracing related) 2023-10-13 17:26:51 +02:00
renderheadless
screenshot
shadowmapping
shadowmappingcascade Simplify descriptor setup 2024-10-06 15:17:11 +02:00
shadowmappingomni
specializationconstants
sphericalenvmapping
ssao Fix SSAO blur range (#1122) 2024-06-21 07:56:26 +02:00
stencilbuffer
subpasses Use shader storage buffer to pass lights to shader 2023-12-13 18:31:49 +01:00
terraintessellation
tessellation Code cleanup, fixed HLSL shaders 2024-01-14 10:24:55 +01:00
textoverlay
texture
texture3d
texturearray Code cleanup, refactoring and simplification 2024-01-14 15:23:58 +01:00
texturecubemap Code cleanup, refactoring and simplification 2024-01-14 15:23:58 +01:00
texturecubemaparray Update shaders 2025-01-17 13:49:42 +01:00
texturemipmapgen
texturesparseresidency
triangle
variablerateshading Updated shading rate sample to KHR extension 2023-10-13 18:53:51 +02:00
viewportarray
vulkanscene Code cleanup 2024-01-07 17:03:39 +01:00
compileshaders.py Added mesh and task shader support to shader compilation scripts 2024-06-23 20:09:05 +02:00
README.md Updated HLSL readme 2024-05-01 18:33:27 +02:00

HLSL Shaders

This directory contains shaders using the HLSL shading language. These can be compiled with DXC using e.g. the included compile.py script.

Known issues

  • Specialization constants can't be used to specify array size.
  • gl_PointCoord not supported. HLSL has no equivalent. We changed the shaders to calulate the PointCoord manually in the shader. (computenbody, computeparticles, particlesystem examples).
  • HLSL doesn't have inverse operation (deferred, hdr, instancing, skeletalanimation & texturecubemap examples), these should be done on the CPU
  • HLSL interface for sparse residency textures is different from GLSL interface. After translating from HLSL to GLSL the shaders behave slightly different. Most important parts do behave identically though.