/* Copyright (c) 2025, Sascha Willems * * SPDX-License-Identifier: MIT * */ struct VSInput { float4 Pos; float3 Normal; float2 TexCoord; float3 Color; }; struct VSOutput { float4 Pos : SV_POSITION; float2 UV; float3 Normal; float3 Color; float3 EyePos; float3 LightVec; }; struct UBO { float4x4 projection; float4x4 model; float4x4 normal; float4x4 view; float3 lightpos; }; ConstantBuffer ubo; [shader("vertex")] VSOutput vertexMain(VSInput input) { VSOutput output; output.UV = input.TexCoord.xy; output.Normal = normalize(mul((float3x3)ubo.normal, input.Normal)); output.Color = input.Color; float4x4 modelView = mul(ubo.view, ubo.model); float4 pos = mul(modelView, input.Pos); output.Pos = mul(ubo.projection, pos); output.EyePos = mul(modelView, pos).xyz; float4 lightPos = mul(modelView, float4(ubo.lightpos, 1.0)); output.LightVec = normalize(lightPos.xyz - output.EyePos); return output; } float specpart(float3 L, float3 N, float3 H) { if (dot(N, L) > 0.0) { return pow(clamp(dot(H, N), 0.0, 1.0), 64.0); } return 0.0; } [shader("fragment")] float4 fragmentMain(VSOutput input) { float3 Eye = normalize(-input.EyePos); float3 Reflected = normalize(reflect(-input.LightVec, input.Normal)); float3 halfVec = normalize(input.LightVec + input.EyePos); float diff = clamp(dot(input.LightVec, input.Normal), 0.0, 1.0); float spec = specpart(input.LightVec, input.Normal, halfVec); float intensity = 0.1 + diff + spec; float4 IAmbient = float4(0.2, 0.2, 0.2, 1.0); float4 IDiffuse = float4(0.5, 0.5, 0.5, 0.5) * max(dot(input.Normal, input.LightVec), 0.0); float shininess = 0.75; float4 ISpecular = float4(0.5, 0.5, 0.5, 1.0) * pow(max(dot(Reflected, Eye), 0.0), 2.0) * shininess; float4 outFragColor = float4((IAmbient + IDiffuse) * float4(input.Color, 1.0) + ISpecular); // Some manual saturation if (intensity > 0.95) outFragColor *= 2.25; if (intensity < 0.15) outFragColor = float4(0.1, 0.1, 0.1, 0.1); return outFragColor; }