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Add slang shaders for ray query sample
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shaders/slang/rayquery/scene.slang

Lines changed: 81 additions & 0 deletions
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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 Color;
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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 Color;
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float3 ViewVec;
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float3 LightVec;
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float3 WorldPos;
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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 view;
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float4x4 model;
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float3 lightPos;
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};
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ConstantBuffer<UBO> ubo;
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RaytracingAccelerationStructure accelStruct;
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#define ambient 0.1
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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.Color = input.Color;
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output.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, float4(input.Pos.xyz, 1.0))));
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float4 pos = mul(ubo.model, float4(input.Pos, 1.0));
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output.WorldPos = mul(ubo.model, float4(input.Pos, 1.0)).xyz;
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output.Normal = mul((float4x3)ubo.model, input.Normal).xyz;
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output.LightVec = normalize(ubo.lightPos - input.Pos);
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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 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 = normalize(-reflect(L, N));
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float3 diffuse = max(dot(N, L), ambient) * input.Color;
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float4 color = float4(diffuse, 1.0);
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RayDesc rayDesc;
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rayDesc.Origin = input.WorldPos;
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rayDesc.Direction = L;
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rayDesc.TMin = 0.01;
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rayDesc.TMax = 1000.0;
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RayQuery<RAY_FLAG_ACCEPT_FIRST_HIT_AND_END_SEARCH> rayQuery;
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rayQuery.TraceRayInline(accelStruct, RAY_FLAG_ACCEPT_FIRST_HIT_AND_END_SEARCH, 0xFF, rayDesc);
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// Traverse the acceleration structure and store information about the first intersection (if any)
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rayQuery.Proceed();
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// If the intersection has hit a triangle, the fragment is shadowed
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if (rayQuery.CommittedStatus() == COMMITTED_TRIANGLE_HIT) {
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color *= 0.1;
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}
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return color;
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}

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