/* Copyright (c) 2025, Sascha Willems * * SPDX-License-Identifier: MIT * */ struct VSInput { float4 Pos; float3 Normal; float3 Color; }; struct VSOutput { float4 Pos : SV_POSITION; float3 Color; float3 EyePos; float3 Normal; int TexIndex; }; struct UBO { float4x4 projection; float4x4 model; float4x4 normal; float4x4 view; int texIndex; }; ConstantBuffer ubo; Sampler2DArray matCapSampler; [shader("vertex")] VSOutput vertexMain(VSInput input) { VSOutput output; output.Color = input.Color; float4x4 modelView = mul(ubo.view, ubo.model); output.EyePos = normalize(mul(modelView, input.Pos).xyz); output.TexIndex = ubo.texIndex; output.Normal = normalize(mul((float3x3)ubo.normal, input.Normal)); float3 r = reflect(output.EyePos, output.Normal); float m = 2.0 * sqrt(pow(r.x, 2.0) + pow(r.y, 2.0) + pow(r.z + 1.0, 2.0)); output.Pos = mul(ubo.projection, mul(modelView, input.Pos)); return output; } [shader("fragment")] float4 fragmentMain(VSOutput input) { float3 r = reflect( input.EyePos, input.Normal ); float3 r2 = float3( r.x, r.y, r.z + 1.0 ); float m = 2.0 * length( r2 ); float2 vN = r.xy / m + .5; return float4(matCapSampler.Sample(float3(vN, input.TexIndex)).rgb * (clamp(input.Color.r * 2, 0.0, 1.0)), 1.0); }