https://github.com/shader-slang/slang
Tip revision: b7d19330c2d42937835d674758a05af3891e025b authored by Yong He on 31 August 2023, 22:02:16 UTC
Inline all RayQuery/HitObject typed functions when targeting GLSL. (#3172)
Inline all RayQuery/HitObject typed functions when targeting GLSL. (#3172)
Tip revision: b7d1933
imported-parameters.hlsl
//DISABLED_TEST(smoke,render):COMPARE_HLSL_GLSL_RENDER:
//DISABLED_TEST(smoke,render):COMPARE_HLSL_GLSL_RENDER: -dx12
// This test is trying to ensure that we can
// correctly handle cases where top-level shader
// parameters are declared in an `import`ed file.
#if defined(__HLSL__)
// Pull in Slang code depdendency using extended syntax:
__import imported_parameters;
struct AssembledVertex
{
float3 position;
float3 color;
};
struct CoarseVertex
{
float3 color;
};
struct Fragment
{
float4 color;
};
// Vertex Shader
struct VertexStageInput
{
AssembledVertex assembledVertex : A;
};
struct VertexStageOutput
{
CoarseVertex coarseVertex : CoarseVertex;
float4 sv_position : SV_Position;
};
VertexStageOutput vertexMain(VertexStageInput input)
{
VertexStageOutput output;
float3 position = input.assembledVertex.position;
float3 color = input.assembledVertex.color;
output.coarseVertex.color = color;
output.sv_position = mul(modelViewProjection, float4(position, 1.0));
return output;
}
// Fragment Shader
struct FragmentStageInput
{
CoarseVertex coarseVertex : CoarseVertex;
};
struct FragmentStageOutput
{
Fragment fragment : SV_Target;
};
FragmentStageOutput fragmentMain(FragmentStageInput input)
{
FragmentStageOutput output;
float3 color = input.coarseVertex.color;
color = transformColor(color);
output.fragment.color = float4(color, 1.0);
return output;
}
#elif defined(__GLSL__)
#version 420
layout(binding = 0)
uniform Uniforms
{
mat4x4 modelViewProjection;
};
float saturate(float x)
{
return clamp(x, float(0), float(1));
}
vec3 transformColor(vec3 color)
{
vec3 result;
result.x = sin(20.0 * (color.x + color.y));
result.y = saturate(cos(color.z * 30.0));
result.z = sin(color.x * color.y * color.z * 100.0);
result = 0.5 * (result + 1);
return result;
}
#define ASSEMBLED_VERTEX(QUAL) \
/* */
#define V2F(QUAL) \
layout(location = 0) QUAL vec3 coarse_color; \
/* */
// Vertex Shader
#ifdef __GLSL_VERTEX__
layout(location = 0)
in vec3 assembled_position;
layout(location = 1)
in vec3 assembled_color;
V2F(out)
void main()
{
vec3 position = assembled_position;
vec3 color = assembled_color;
coarse_color = color;
// gl_Position = modelViewProjection * vec4(position, 1.0);
gl_Position = vec4(position, 1.0) * modelViewProjection;
}
#endif
#ifdef __GLSL_FRAGMENT__
V2F(in)
layout(location = 0)
out vec4 fragment_color;
void main()
{
vec3 color = coarse_color;
color = transformColor(color);
fragment_color = vec4(color, 1.0);
}
#endif
#endif