/* Copyright (c) 2025, Sascha Willems * * SPDX-License-Identifier: MIT * */ struct VSInput { float3 Pos; float3 Normal; float2 UV; float3 Color; float4 JointIndices; float4 JointWeights; }; struct VSOutput { float4 Pos : SV_POSITION; float3 Normal; float3 Color; float2 UV; float3 ViewVec; float3 LightVec; }; struct UBO { float4x4 projection; float4x4 view; float4 lightPos; float4x4 inverse; }; ConstantBuffer uboScene; [[vk::binding(0, 1)]] StructuredBuffer jointMatrices; [[vk::binding(0, 2)]] Sampler2D samplerColorMap; [shader("vertex")] VSOutput vertexMain(VSInput input, uniform float4x4 modelMat) { VSOutput output; output.Normal = input.Normal; output.Color = input.Color; output.UV = input.UV; // Calculate skinned matrix from weights and joint indices of the current vertex float4x4 skinMat = input.JointWeights.x * jointMatrices[int(input.JointIndices.x)] + input.JointWeights.y * jointMatrices[int(input.JointIndices.y)] + input.JointWeights.z * jointMatrices[int(input.JointIndices.z)] + input.JointWeights.w * jointMatrices[int(input.JointIndices.w)]; output.Pos = mul(uboScene.projection, mul(uboScene.view, mul(modelMat, mul(skinMat, float4(input.Pos, 1.0))))); output.Normal = mul((float3x3)modelMat, mul((float3x3)skinMat, input.Normal)); float4 pos = mul(uboScene.view, float4(input.Pos, 1.0)); float3 lPos = mul(float3x3(uboScene.view), uboScene.lightPos.xyz); output.LightVec = lPos - pos.xyz; output.ViewVec = -pos.xyz; return output; } [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); }