/* 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); }