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Add slang shaders for distance field fonts sample
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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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};
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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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struct UBO
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{
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float4x4 projection;
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float4x4 model;
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};
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ConstantBuffer<UBO> ubo;
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Sampler2D samplerColor;
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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.Pos = mul(ubo.projection, mul(ubo.model, float4(input.Pos.xyz, 1.0)));
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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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return samplerColor.Sample(input.UV).aaaa;
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}
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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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};
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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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struct UBO
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{
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float4x4 projection;
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float4x4 model;
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float4 outlineColor;
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float outlineWidth;
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float outline;
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};
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ConstantBuffer<UBO> ubo;
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Sampler2D samplerColor;
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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.Pos = mul(ubo.projection, mul(ubo.model, float4(input.Pos.xyz, 1.0)));
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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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float dist = samplerColor.Sample(input.UV).a;
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float smoothWidth = fwidth(dist);
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float alpha = smoothstep(0.5 - smoothWidth, 0.5 + smoothWidth, dist);
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float3 rgb = alpha.xxx;
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if (ubo.outline > 0.0)
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{
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float w = 1.0 - ubo.outlineWidth;
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alpha = smoothstep(w - smoothWidth, w + smoothWidth, dist);
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rgb += lerp(alpha.xxx, ubo.outlineColor.rgb, alpha);
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}
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return float4(rgb, alpha);
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}

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