/* Copyright (c) 2025, Sascha Willems * * SPDX-License-Identifier: MIT * */ struct VSInput { float3 Pos; float3 Normal; float2 UV; float3 Color; }; struct VSOutput { float4 Pos : SV_POSITION; float3 Normal; float3 Color; float2 UV; float3 ViewVec; float3 LightVec; }; struct UBO { float4x4 projection; float4x4 view; float4 lightPos; float4 viewPos; }; ConstantBuffer ubo; [shader("vertex")] VSOutput vertexMain(VSInput input, uniform float4x4 modelMat) { VSOutput output; output.Normal = input.Normal; output.Color = input.Color; output.UV = input.UV; output.Pos = mul(ubo.projection, mul(ubo.view, mul(modelMat, float4(input.Pos.xyz, 1.0)))); float4 pos = mul(ubo.view, mul(modelMat, float4(input.Pos.xyz, 1.0))); output.Normal = mul((float3x3)ubo.view, input.Normal); output.LightVec = ubo.lightPos.xyz - pos.xyz; output.ViewVec = ubo.viewPos.xyz - pos.xyz; return output; } [[vk::binding(0, 1)]] Sampler2D samplerColorMap; [shader("fragment")] float4 fragmentMain(VSOutput input) { float4 color = samplerColorMap.Sample(input.UV) * float4(input.Color, 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) * input.Color; float3 specular = pow(max(dot(R, V), 0.0), 16.0) * float3(0.75, 0.75, 0.75); return float4(diffuse * color.rgb + specular, 1.0); }