/* 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 model; float4 lightPos; }; ConstantBuffer ubo; Sampler2D samplerColormap; Sampler2D samplerDiscard; // We use this constant to control the flow of the shader depending on the // lighting model selected at pipeline creation time [[SpecializationConstant]] const int LIGHTING_MODEL = 0; // Parameter for the toon shading part of the shader [[SpecializationConstant]] const int PARAM_TOON_DESATURATION = 0; [shader("vertex")] VSOutput vertexMain(VSInput input) { VSOutput output; output.Normal = input.Normal; output.Color = input.Color; output.UV = input.UV; output.Pos = mul(ubo.projection, mul(ubo.model, float4(input.Pos.xyz, 1.0))); float4 pos = mul(ubo.model, float4(input.Pos, 1.0)); output.Normal = mul((float3x3)ubo.model, input.Normal); float3 lPos = mul((float3x3)ubo.model, ubo.lightPos.xyz); output.LightVec = lPos - pos.xyz; output.ViewVec = -pos.xyz; return output; } [shader("fragment")] float4 fragmentMain(VSOutput input) { switch (LIGHTING_MODEL) { case 0: // Phong { float3 ambient = input.Color * float3(0.25, 0.25, 0.25); 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), 32.0) * float3(0.75, 0.75, 0.75); return float4(ambient + diffuse * 1.75 + specular, 1.0); } case 1: // Toon { float3 N = normalize(input.Normal); float3 L = normalize(input.LightVec); float intensity = dot(N,L); float3 color; if (intensity > 0.98) color = input.Color * 1.5; else if (intensity > 0.9) color = input.Color * 1.0; else if (intensity > 0.5) color = input.Color * 0.6; else if (intensity > 0.25) color = input.Color * 0.4; else color = input.Color * 0.2; // Desaturate a bit color = float3(lerp(color, dot(float3(0.2126,0.7152,0.0722), color).xxx, asfloat(PARAM_TOON_DESATURATION))); return float4(color, 1); } case 2: // Textured { float4 color = samplerColormap.Sample(input.UV).rrra; float3 ambient = color.rgb * float3(0.25, 0.25, 0.25) * input.Color; 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) * color.rgb; float specular = pow(max(dot(R, V), 0.0), 32.0) * color.a; return float4(ambient + diffuse + specular.xxx, 1.0); } } return float4(0, 0, 0, 0); }