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how-to-vulkan/assets/shader.slang
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2026-06-01 00:08:08 +01:00

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/* Copyright (c) 2025-2026, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct VSInput {
float3 Pos;
float3 Normal;
float2 UV;
};
Sampler2D textures[];
struct ShaderData {
float4x4 projection;
float4x4 view;
float4x4 model[3];
float4 lightPos;
uint32_t selected;
};
struct VSOutput {
float4 Pos : SV_POSITION;
float3 Normal;
float2 UV;
float3 Factor;
float3 LightVec;
float3 ViewVec;
uint32_t InstanceIndex;
};
[shader("vertex")]
VSOutput main(VSInput input, uniform ShaderData *shaderData, uint instanceIndex : SV_VulkanInstanceID) {
VSOutput output;
float4x4 modelMat = shaderData->model[instanceIndex];
output.Normal = mul((float3x3)mul(shaderData->view, modelMat), input.Normal);
output.UV = input.UV;
output.Pos = mul(shaderData->projection, mul(shaderData->view, mul(modelMat, float4(input.Pos.xyz, 1.0))));
output.Factor = (shaderData->selected == instanceIndex ? 3.0f : 1.0f);
output.InstanceIndex = instanceIndex;
// Calculate view vectors required for lighting
float4 fragPos = mul(mul(shaderData->view, modelMat), float4(input.Pos.xyz, 1.0));
output.LightVec = shaderData->lightPos.xyz - fragPos.xyz;
output.ViewVec = -fragPos.xyz;
return output;
}
[shader("fragment")]
float4 main(VSOutput input) {
// Phong lighting
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), 0.0025);
float3 specular = pow(max(dot(R, V), 0.0), 16.0) * 0.75;
// Sample from texture
float3 color = textures[NonUniformResourceIndex(input.InstanceIndex)].Sample(input.UV).rgb * input.Factor;
return float4(diffuse * color.rgb + specular, 1.0);
}