/* 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; float3 EyePos; float3 LightVec; }; struct UBO { float4x4 projection; float4x4 view; float4 lightpos; float4x4 model[3]; }; ConstantBuffer ubo; [shader("vertex")] VSOutput vertexMain(VSInput input, uint InstanceIndex: SV_StartInstanceLocation) { VSOutput output; output.Normal = normalize(mul((float3x3)transpose(ubo.model[InstanceIndex]), input.Normal).xyz); output.Color = input.Color; float4x4 modelView = mul(ubo.view, ubo.model[InstanceIndex]); float4 pos = mul(modelView, float4(input.Pos, 1.0)); output.EyePos = mul(modelView, pos).xyz; float4 lightPos = mul(float4(ubo.lightpos.xyz, 1.0), modelView); output.LightVec = normalize(lightPos.xyz - output.EyePos); output.Pos = mul(ubo.projection, pos); return output; } [shader("fragment")] float4 fragmentMain(VSOutput input) { float3 eye = normalize(-input.EyePos); float3 reflected = normalize(reflect(-input.LightVec, input.Normal)); float4 ambient = float4(0.2, 0.2, 0.2, 1.0); float4 diffuse = float4(0.5, 0.5, 0.5, 0.5) * max(dot(input.Normal, input.LightVec), 0.0); float4 specular = float4(0.5, 0.5, 0.5, 1.0) * pow(max(dot(reflected, eye), 0.0), 0.8) * 0.25; return float4((ambient + diffuse) * float4(input.Color, 1.0) + specular); }