55 lines
1.1 KiB
Text
55 lines
1.1 KiB
Text
/* Copyright (c) 2025, Sascha Willems
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*
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* SPDX-License-Identifier: MIT
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*
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*/
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struct VSInput
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{
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float3 Pos;
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float2 UV;
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float3 Normal;
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};
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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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float3 Normal;
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float3 ViewVec;
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float3 LightVec;
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};
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struct UBO
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{
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float4x4 projection;
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float4x4 modelview;
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float4 lightPos;
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};
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ConstantBuffer<UBO> ubo;
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[shader("vertex")]
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VSOutput vertexMain(VSInput input)
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{
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VSOutput output;
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float4 eyePos = mul(ubo.modelview, float4(input.Pos.x, input.Pos.y, input.Pos.z, 1.0));
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output.Pos = mul(ubo.projection, eyePos);
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float4 pos = float4(input.Pos, 1.0);
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float3 lPos = ubo.lightPos.xyz;
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output.LightVec = lPos - pos.xyz;
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output.ViewVec = -pos.xyz;
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output.Normal = input.Normal;
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return output;
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}
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[shader("fragment")]
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float4 fragmentMain(VSOutput input)
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{
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float3 color = float3(0.5, 0.5, 0.5);
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float3 N = normalize(input.Normal);
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float3 L = normalize(input.LightVec);
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float3 V = normalize(input.ViewVec);
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float3 R = reflect(-L, N);
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float3 diffuse = max(dot(N, L), 0.15);
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float3 specular = pow(max(dot(R, V), 0.0), 32.0);
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return float4(diffuse * color.rgb + specular, 1.0);
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}
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