/* Copyright (c) 2025, Sascha Willems * * SPDX-License-Identifier: MIT * */ struct VSInput { float3 Pos; float3 Color; float3 Normal; }; struct VSOutput { float4 Pos : SV_POSITION; float3 Normal; float3 Color; float3 LightVec; }; struct UBO { float4x4 projection; float4x4 model; float4 lightPos; }; ConstantBuffer ubo; Sampler2D samplerColorMap; [shader("vertex")] VSOutput vertexMain(VSInput input) { VSOutput output; output.Color = float3(1.0, 0.0, 0.0); output.Pos = mul(ubo.projection, mul(ubo.model, float4(input.Pos.xyz, 1.0))); output.Normal = mul((float3x3)ubo.model, input.Normal); float4 pos = mul(ubo.model, float4(input.Pos, 1.0)); float3 lPos = mul((float3x3)ubo.model, ubo.lightPos.xyz); output.LightVec = lPos - pos.xyz; return output; } [shader("fragment")] float4 fragmentMain(VSOutput input) { float3 color; float3 N = normalize(input.Normal); float3 L = normalize(input.LightVec); float intensity = dot(N,L); if (intensity > 0.98) color = input.Color * 1.5; else if (intensity > 0.9) color = input.Color * 1.0; else if (intensity > 0.5) color = input.Color * 0.6; else if (intensity > 0.25) color = input.Color * 0.4; else color = input.Color * 0.2; // Desaturate a bit color = lerp(color, dot(float3(0.2126,0.7152,0.0722), color).xxx, 0.1); return float4(color, 1); }