yum-mirror/slang
Making it easier to work with shaders
git clone https://git.yummers.dev/yum-mirror/slang
f8cb9c4d6
master
files
| README.md | 923 B |
| main.cpp | 26.8 KiB |
| shaders.slang | 3.1 KiB |
Slang "Ray Tracing Pipeline" Example
The goal of this example is to demonstrate how to write shaders for ray-tracing pipelines in Slang.
The shaders.slang file contains a set of ray-tracing shader entry-points that traces primary rays from camera and shade intersections with basic lighting + ray-traced shadows. The file also defines a vertex and a fragment shader entry point for displaying the ray-traced image produced by the compute shader.
The main.cpp file contains the C++ application code, showing how to use the Slang API to load and compile the shader code, and how to use a graphics API abstraction layer implemented in tools/gfx to set-up and use ray-tracing pipelines (DXR 1.0 equivalent API).
Note that this abstraction layer is not required in order to work with Slang, and it is just there to help us write example and test applications more conveniently.