/* 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 ViewVec; float3 LightVec; }; struct UBO { float4x4 projection; float4x4 view; float4x4 model; }; ConstantBuffer ubo; struct Node { float4x4 transform; }; [[vk::binding(0,1)]] ConstantBuffer node; [shader("vertex")] VSOutput vertexMain(VSInput input, uniform float4 baseColorFactor) { VSOutput output; output.Normal = input.Normal; output.Color = baseColorFactor.rgb; float4 pos = float4(input.Pos, 1.0); output.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, mul(node.transform, pos)))); output.Normal = mul((float4x3)mul(ubo.view, mul(ubo.model, node.transform)), input.Normal).xyz; float4 localpos = mul(ubo.view, mul(ubo.model, mul(node.transform, pos))); float3 lightPos = float3(10.0f, -10.0f, 10.0f); output.LightVec = lightPos.xyz - localpos.xyz; output.ViewVec = -localpos.xyz; return output; } [shader("fragment")] float4 fragmentMain(VSOutput 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); }