/* Copyright (c) 2025, Sascha Willems * * SPDX-License-Identifier: MIT * */ struct VSInput { float3 Pos; float3 Normal; float2 UV; }; struct VSOutput { float4 Pos : SV_POSITION; float2 UV; float3 Normal; float3 ViewVec; float3 LightVec; }; struct UBO { float4x4 projection; float4x4 model; float4 viewPos; }; ConstantBuffer ubo; [[vk::binding(0, 1)]] Sampler2D samplerColor; [shader("vertex")] VSOutput vertexMain(VSInput input) { VSOutput output; output.UV = input.UV; float3 worldPos = mul(ubo.model, float4(input.Pos, 1.0)).xyz; 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.Normal = mul((float3x3)ubo.model, input.Normal); float3 lightPos = float3(0.0, 0.0, 0.0); float3 lPos = mul((float3x3)ubo.model, lightPos.xyz); output.LightVec = lPos - pos.xyz; output.ViewVec = ubo.viewPos.xyz - pos.xyz; return output; } [shader("fragment")] float4 fragmentMain(VSOutput input) { float4 color = samplerColor.Sample(input.UV); 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) * float3(1.0, 1.0, 1.0); float specular = pow(max(dot(R, V), 0.0), 16.0) * color.a; return float4(diffuse * color.rgb + specular, 1.0); }