/* 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); }