/* Copyright (c) 2025, Sascha Willems * * SPDX-License-Identifier: MIT * */ struct VSInput { float3 Pos; float3 Normal; }; struct VSOutput { float4 Pos : SV_POSITION; float3 WorldPos; float3 Normal; float3 ViewVec; float3 LightVec; }; struct UBO { float4x4 projection; float4x4 model; float4x4 invModel; float lodBias; int cubeMapIndex; }; ConstantBuffer ubo; SamplerCubeArray samplerCubeMapArray; [shader("vertex")] VSOutput vertexMain(VSInput input) { VSOutput output; output.Pos = mul(ubo.projection, mul(ubo.model, float4(input.Pos.xyz, 1.0))); output.WorldPos = mul(ubo.model, float4(input.Pos, 1.0)).xyz; output.Normal = mul((float3x3)ubo.model, input.Normal); float3 lightPos = float3(0.0f, -5.0f, 5.0f); output.LightVec = lightPos.xyz - output.WorldPos.xyz; output.ViewVec = -output.WorldPos; return output; } [shader("fragment")] float4 fragmentMain(VSOutput input) { float3 cI = normalize(input.WorldPos.xyz); float3 cR = reflect(cI, normalize(input.Normal)); cR = mul(ubo.invModel, float4(cR, 0.0)).xyz; cR.yz *= -1.0; float4 color = samplerCubeMapArray.SampleLevel(float4(cR, ubo.cubeMapIndex), ubo.lodBias); float3 N = normalize(input.Normal); float3 L = normalize(input.LightVec); float3 V = normalize(input.ViewVec); float3 R = reflect(-L, N); float3 ambient = float3(0.5, 0.5, 0.5) * color.rgb; float3 diffuse = max(dot(N, L), 0.0) * float3(1.0, 1.0, 1.0); float3 specular = pow(max(dot(R, V), 0.0), 16.0) * float3(0.5, 0.5, 0.5); return float4(ambient + diffuse * color.rgb + specular, 1.0); }