procedural-3d-engine/shaders/slang/conditionalrender/model.slang
2025-05-04 13:31:14 +02:00

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/* 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> ubo;
struct Node
{
float4x4 transform;
};
[[vk::binding(0,1)]] ConstantBuffer<Node> 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);
}