/* Copyright (c) 2025, Sascha Willems * * SPDX-License-Identifier: MIT * */ struct VSInput { float3 Pos; float2 UV; float3 Normal; }; struct VSOutput { float4 Pos : SV_POSITION; float2 UV; float LodBias; float3 Normal; float3 ViewVec; float3 LightVec; }; struct UBO { float4x4 projection; float4x4 view; float4x4 model; float4 viewPos; float lodBias; int samplerIndex; }; ConstantBuffer ubo; Texture2D textureColor; SamplerState samplers[3]; [shader("vertex")] VSOutput vertexMain(VSInput input) { VSOutput output; output.UV = input.UV * float2(2.0, 1.0); output.LodBias = ubo.lodBias; float3 worldPos = mul(ubo.model, float4(input.Pos, 1.0)).xyz; output.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, float4(input.Pos.xyz, 1.0)))); output.Normal = mul((float3x3)ubo.model, input.Normal); float3 lightPos = float3(-30.0, 0.0, 0.0); output.LightVec = worldPos - lightPos; output.ViewVec = ubo.viewPos.xyz - worldPos; return output; } [shader("fragment")] float4 fragmentMain(VSOutput input) { float4 color = textureColor.Sample(samplers[ubo.samplerIndex], input.UV, int2(0, 0), input.LodBias); 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), 0.65) * float3(1.0, 1.0, 1.0); float specular = pow(max(dot(R, V), 0.0), 16.0) * color.a; return float4(diffuse * color.r + specular, 1.0); }