/* Copyright (c) 2025, Sascha Willems * * SPDX-License-Identifier: MIT * */ struct VSInput { float3 Pos; float3 Normal; float3 Color; }; struct VSOutput { float4 Pos : SV_POSITION; float3 Normal; float3 Color; }; struct GSOutput { float4 Pos : SV_POSITION; uint ViewportIndex : SV_ViewportArrayIndex; uint PrimitiveID : SV_PrimitiveID; float3 Normal; float3 Color; float3 ViewVec; float3 LightVec; } struct UBO { float4x4 projection[2]; float4x4 modelview[2]; float4 lightPos; }; ConstantBuffer ubo; [shader("vertex")] VSOutput vertexMain(VSInput input) { VSOutput output; output.Color = input.Color; output.Normal = input.Normal; output.Pos = float4(input.Pos.xyz, 1.0); return output; } [shader("geometry")] [maxvertexcount(3)] [instance(2)] void geometryMain(triangle VSOutput input[3], inout TriangleStream outStream, uint InvocationID: SV_GSInstanceID, uint PrimitiveID: SV_PrimitiveID) { for (int i = 0; i < 3; i++) { GSOutput output; output.Normal = mul((float3x3)ubo.modelview[InvocationID], input[i].Normal); output.Color = input[i].Color; float4 pos = input[i].Pos; float4 worldPos = mul(ubo.modelview[InvocationID], pos); float3 lPos = mul(ubo.modelview[InvocationID], ubo.lightPos).xyz; output.LightVec = lPos - worldPos.xyz; output.ViewVec = -worldPos.xyz; output.Pos = mul(ubo.projection[InvocationID], worldPos); // Set the viewport index that the vertex will be emitted to output.ViewportIndex = InvocationID; output.PrimitiveID = PrimitiveID; outStream.Append(output); } outStream.RestartStrip(); } [shader("fragment")] float4 fragmentMain(GSOutput input) { float3 N = normalize(input.Normal); float3 L = normalize(input.LightVec); float3 V = normalize(input.ViewVec); float3 R = reflect(-L, N); float3 ambient = float3(0.1, 0.1, 0.1); 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(0.75, 0.75, 0.75); return float4((ambient + diffuse) * input.Color.rgb + specular, 1.0); }