procedural-3d-engine/shaders/slang/bloom/phongpass.slang
2025-05-03 09:42:32 +02:00

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/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct VSInput
{
float4 Pos;
float2 UV;
float3 Color;
float3 Normal;
};
struct VSOutput
{
float4 Pos : SV_POSITION;
float3 Normal;
float2 UV;
float3 Color;
float3 ViewVec;
float3 LightVec;
};
struct UBO
{
float4x4 projection;
float4x4 view;
float4x4 model;
};
ConstantBuffer<UBO> ubo;
Sampler2D colorMapSampler;
[shader("vertex")]
VSOutput vertexMain(VSInput input)
{
VSOutput output;
output.Normal = input.Normal;
output.Color = input.Color;
output.UV = input.UV;
output.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, input.Pos)));
float3 lightPos = float3(-5.0, -5.0, 0.0);
float4 pos = mul(ubo.view, mul(ubo.model, input.Pos));
output.Normal = mul((float4x3)mul(ubo.view, ubo.model), input.Normal).xyz;
output.LightVec = lightPos - pos.xyz;
output.ViewVec = -pos.xyz;
return output;
}
[shader("fragment")]
float4 fragmentMain(VSOutput input)
{
float3 ambient = float3(0.0f, 0.0f, 0.0f);
// Adjust light calculations for glow color
if ((input.Color.r >= 0.9) || (input.Color.g >= 0.9) || (input.Color.b >= 0.9))
{
ambient = input.Color * 0.25;
}
float3 N = normalize(input.Normal);
float3 L = normalize(input.LightVec);
float3 V = normalize(input.ViewVec);
float3 R = reflect(-L, N);
float3 diffuse = max(dot(N, L), 0.0) * input.Color;
float3 specular = pow(max(dot(R, V), 0.0), 8.0) * float3(0.75f, 0.75f, 0.75f);
return float4(ambient + diffuse + specular, 1.0);
}