60 lines
No EOL
1.4 KiB
Text
60 lines
No EOL
1.4 KiB
Text
/* 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[2];
|
|
float4x4 modelview[2];
|
|
float4 lightPos;
|
|
};
|
|
ConstantBuffer<UBO> ubo;
|
|
|
|
[shader("vertex")]
|
|
VSOutput vertexMain(VSInput input, uint ViewIndex: SV_ViewID)
|
|
{
|
|
VSOutput output;
|
|
output.Color = input.Color;
|
|
output.Normal = mul((float3x3)ubo.modelview[ViewIndex], input.Normal);
|
|
|
|
float4 pos = float4(input.Pos.xyz, 1.0);
|
|
float4 worldPos = mul(ubo.modelview[ViewIndex], pos);
|
|
|
|
float3 lPos = mul(ubo.modelview[ViewIndex], ubo.lightPos).xyz;
|
|
output.LightVec = lPos - worldPos.xyz;
|
|
output.ViewVec = -worldPos.xyz;
|
|
|
|
output.Pos = mul(ubo.projection[ViewIndex], worldPos);
|
|
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);
|
|
} |