diff --git a/shaders/slang/debugprintf/toon.slang b/shaders/slang/debugprintf/toon.slang new file mode 100644 index 00000000..1c638bcb --- /dev/null +++ b/shaders/slang/debugprintf/toon.slang @@ -0,0 +1,73 @@ +/* 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; +}; + +struct UBO +{ + float4x4 projection; + float4x4 model; + float4 lightPos; +}; +ConstantBuffer ubo; + +[shader("vertex")] +VSOutput vertexMain(VSInput input) +{ + VSOutput output; + output.Normal = input.Normal; + output.Color = input.Color; + output.Pos = mul(ubo.projection, mul(ubo.model, float4(input.Pos.xyz, 1.0))); + + float4 pos = mul(ubo.model, float4(input.Pos, 1.0)); + // Output the vertex position using debug printf + printf("Position = %v4f", pos); + + output.Normal = mul((float4x3)ubo.model, input.Normal).xyz; + float3 lPos = mul((float4x3)ubo.model, ubo.lightPos.xyz).xyz; + output.LightVec = lPos - pos.xyz; + output.ViewVec = -pos.xyz; + return output; +} + +[shader("fragment")] +float4 fragmentMain(VSOutput input) +{ + // Desaturate color + float3 color = float3(lerp(input.Color, dot(float3(0.2126, 0.7152, 0.0722), input.Color).xxx, 0.65)); + + // High ambient colors because mesh materials are pretty dark + float3 ambient = color * float3(1.0, 1.0, 1.0); + 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) * color; + float3 specular = pow(max(dot(R, V), 0.0), 16.0) * float3(0.75, 0.75, 0.75); + + float intensity = dot(N, L); + float shade = 1.0; + shade = intensity < 0.5 ? 0.75 : shade; + shade = intensity < 0.35 ? 0.6 : shade; + shade = intensity < 0.25 ? 0.5 : shade; + shade = intensity < 0.1 ? 0.25 : shade; + + return float4(input.Color * 3.0 * shade, 1); +} \ No newline at end of file