/* Copyright (c) 2025, Sascha Willems * * SPDX-License-Identifier: MIT * */ struct VSInput { float3 Pos; float3 Color; float3 Normal; }; struct VSOutput { float4 Pos : SV_POSITION; float3 Color; float3 Normal; float3 ViewVec; float3 LightVec; }; struct UBO { float4x4 projection; float4x4 model; float4x4 view; }; ConstantBuffer ubo; [shader("vertex")] VSOutput vertexMain(VSInput input) { VSOutput output; output.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, float4(input.Pos, 1.0)))); output.Color = input.Color; output.Normal = input.Normal; output.LightVec = float3(0.0f, 5.0f, 15.0f) - input.Pos; output.ViewVec = -input.Pos.xyz; return output; } [shader("fragment")] float4 fragmentMain(VSOutput input) { // Toon shading color attachment output float intensity = dot(normalize(input.Normal), normalize(input.LightVec)); 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, 1.0); // Depth attachment does not need to be explicitly written }