/* Copyright (c) 2025, Sascha Willems * * SPDX-License-Identifier: MIT * */ struct VSInput { float3 Pos : POSITION0; float3 Normal : NORMAL0; float2 UV : TEXCOORD0; float3 Color : COLOR0; // Instanced attributes float3 instancePos : POSITION1; float3 instanceRot : TEXCOORD1; float instanceScale : TEXCOORD2; int instanceTexIndex : TEXCOORD3; }; struct VSOutput { float4 Pos : SV_POSITION; float3 Normal; float3 Color; float3 UV; float3 ViewVec; float3 LightVec; }; struct UBO { float4x4 projection; float4x4 modelview; float4 lightPos; float locSpeed; float globSpeed; }; ConstantBuffer ubo; Sampler2DArray samplerArray; [shader("vertex")] VSOutput vertexMain(VSInput input) { VSOutput output; output.Color = input.Color; output.UV = float3(input.UV, input.instanceTexIndex); // rotate around x float s = sin(input.instanceRot.x + ubo.locSpeed); float c = cos(input.instanceRot.x + ubo.locSpeed); float3x3 mx = { c, -s, 0.0, s, c, 0.0, 0.0, 0.0, 1.0 }; // rotate around y s = sin(input.instanceRot.y + ubo.locSpeed); c = cos(input.instanceRot.y + ubo.locSpeed); float3x3 my = { c, 0.0, -s, 0.0, 1.0, 0.0, s, 0.0, c }; // rot around z s = sin(input.instanceRot.z + ubo.locSpeed); c = cos(input.instanceRot.z + ubo.locSpeed); float3x3 mz = { 1.0, 0.0, 0.0, 0.0, c, -s, 0.0, s, c }; float3x3 rotMat = mul(mz, mul(my, mx)); float4x4 gRotMat; s = sin(input.instanceRot.y + ubo.globSpeed); c = cos(input.instanceRot.y + ubo.globSpeed); gRotMat[0] = float4(c, 0.0, -s, 0.0); gRotMat[1] = float4(0.0, 1.0, 0.0, 0.0); gRotMat[2] = float4(s, 0.0, c, 0.0); gRotMat[3] = float4(0.0, 0.0, 0.0, 1.0); float4 locPos = float4(mul(rotMat, input.Pos.xyz), 1.0); float4 pos = float4((locPos.xyz * input.instanceScale) + input.instancePos, 1.0); output.Pos = mul(ubo.projection, mul(ubo.modelview, mul(gRotMat, pos))); output.Normal = mul((float3x3)mul(ubo.modelview, gRotMat), mul(rotMat, input.Normal)); pos = mul(ubo.modelview, float4(input.Pos.xyz + input.instancePos, 1.0)); float3 lPos = mul((float3x3)ubo.modelview, ubo.lightPos.xyz); output.LightVec = lPos - pos.xyz; output.ViewVec = -pos.xyz; return output; } [shader("fragment")] float4 fragmentMain(VSOutput input) { float4 color = samplerArray.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), 0.1) * input.Color; float3 specular = (dot(N,L) > 0.0) ? pow(max(dot(R, V), 0.0), 16.0) * float3(0.75, 0.75, 0.75) * color.r : float3(0.0, 0.0, 0.0); return float4(diffuse * color.rgb + specular, 1.0); }