procedural-3d-engine/shaders/slang/multithreading/phong.slang

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/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct VSInput
{
float3 Pos;
float3 Normal;
float3 Color;
};
struct VSOutput
{
float4 Pos : SV_POSITION;
float3 Normal;
float3 Color;
float3 ViewVec;
float3 LightVec;
};
[shader("vertex")]
VSOutput vertexMain(VSInput input, uniform float4x4 mvp, uniform float3 color)
{
VSOutput output;
if ((input.Color.r == 1.0) && (input.Color.g == 0.0) && (input.Color.b == 0.0))
{
output.Color = color;
}
else
{
output.Color = input.Color;
}
output.Pos = mul(mvp, float4(input.Pos.xyz, 1.0));
float4 pos = mul(mvp, float4(input.Pos, 1.0));
output.Normal = mul((float3x3)mvp, input.Normal);
float3 lPos = float3(0.0, 0.0, 0.0);
output.LightVec = lPos - pos.xyz;
output.ViewVec = -pos.xyz;
return output;
}
[shader("fragment")]
float4 fragmentMain(VSOutput input)
{
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), 0.0) * input.Color;
float3 specular = pow(max(dot(R, V), 0.0), 8.0) * float3(0.75, 0.75, 0.75);
return float4(diffuse + specular, 1.0);
}