/* Copyright (c) 2025, Sascha Willems * * SPDX-License-Identifier: MIT * */ struct VSInput { float4 Pos; float2 UV; float3 Color; float3 Normal; }; struct VSOutput { float4 Pos : SV_POSITION; float3 Normal; float3 Color; float3 EyePos; float3 LightVec; float2 UV; }; struct UBO { float4x4 projection; float4x4 model; float gradientPos; }; ConstantBuffer ubo; Sampler2D samplerGradientRamp; [shader("vertex")] VSOutput vertexMain(VSInput input) { VSOutput output; output.Normal = input.Normal; output.Color = input.Color; output.UV = float2(ubo.gradientPos, 0.0); output.Pos = mul(ubo.projection, mul(ubo.model, input.Pos)); output.EyePos = mul(ubo.model, input.Pos).xyz; float4 lightPos = float4(0.0, 0.0, -5.0, 1.0); // * ubo.model; output.LightVec = normalize(lightPos.xyz - input.Pos.xyz); return output; } [shader("fragment")] float4 fragmentMain(VSOutput input) { // No light calculations for glow color // Use max. color channel value // to detect bright glow emitters if ((input.Color.r >= 0.9) || (input.Color.g >= 0.9) || (input.Color.b >= 0.9)) { return float4(samplerGradientRamp.Sample(input.UV).rgb, 1); } else { float3 Eye = normalize(-input.EyePos); float3 Reflected = normalize(reflect(-input.LightVec, input.Normal)); float4 IAmbient = float4(0.2, 0.2, 0.2, 1.0); float4 IDiffuse = float4(0.5, 0.5, 0.5, 0.5) * max(dot(input.Normal, input.LightVec), 0.0); float specular = 0.25; float4 ISpecular = float4(0.5, 0.5, 0.5, 1.0) * pow(max(dot(Reflected, Eye), 0.0), 4.0) * specular; return float4((IAmbient + IDiffuse) * float4(input.Color, 1.0) + ISpecular); } }