procedural-3d-engine/shaders/slang/inputattachments/attachmentwrite.slang
2025-05-04 17:23:23 +02:00

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/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct VSInput
{
float3 Pos;
float3 Color;
float3 Normal;
};
struct VSOutput
{
float4 Pos : SV_POSITION;
float3 Color;
float3 Normal;
float3 ViewVec;
float3 LightVec;
};
struct UBO {
float4x4 projection;
float4x4 model;
float4x4 view;
};
ConstantBuffer<UBO> ubo;
[shader("vertex")]
VSOutput vertexMain(VSInput input)
{
VSOutput output;
output.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, float4(input.Pos, 1.0))));
output.Color = input.Color;
output.Normal = input.Normal;
output.LightVec = float3(0.0f, 5.0f, 15.0f) - input.Pos;
output.ViewVec = -input.Pos.xyz;
return output;
}
[shader("fragment")]
float4 fragmentMain(VSOutput input)
{
// Toon shading color attachment output
float intensity = dot(normalize(input.Normal), normalize(input.LightVec));
float shade = 1.0;
shade = intensity < 0.5 ? 0.75 : shade;
shade = intensity < 0.35 ? 0.6 : shade;
shade = intensity < 0.25 ? 0.5 : shade;
shade = intensity < 0.1 ? 0.25 : shade;
return float4(input.Color * 3.0 * shade, 1.0);
// Depth attachment does not need to be explicitly written
}