https://github.com/shader-slang/slang
Tip revision: ea0845285b0307d153a91d6f0a5010fc2d7219ed authored by Yong He on 05 September 2022, 07:38:45 UTC
Multi parameter `__subscript` (#2392)
Multi parameter `__subscript` (#2392)
Tip revision: ea08452
unused-discard.hlsl
//DISABLED_TEST(smoke,render):COMPARE_HLSL_GLSL_RENDER:
//DISABLED_TEST(smoke,render):COMPARE_HLSL_GLSL_RENDER: -dx12
// This is a basic test case for cross-compilation behavior.
//
// We will define distinct HLSL and GLSL entry points,
// but the two will share a dependency on a file of
// pure Slang code that provides the actual shading logic.
#if defined(__HLSL__)
// Pull in Slang code depdendency using extended syntax:
__import unused_discard;
cbuffer Uniforms
{
float4x4 modelViewProjection;
};
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);
doConditionalDiscard(color);
output.fragment.color = float4(color, 1.0);
return output;
}
#elif defined(__GLSL__)
#version 420
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;
}
uniform Uniforms
{
mat4x4 modelViewProjection;
};
#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__
void doConditionalDiscard(vec3 color)
{
if(color.x < 0.5)
discard;
}
V2F(in)
layout(location = 0)
out vec4 fragment_color;
void main()
{
vec3 color = coarse_color;
color = transformColor(color);
doConditionalDiscard(color);
fragment_color = vec4(color, 1.0);
}
#endif
#endif