54 lines
No EOL
1.2 KiB
Text
54 lines
No EOL
1.2 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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float3 Normal;
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float3 Color;
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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 Color;
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float3 ViewVec;
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float3 LightVec;
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};
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[shader("vertex")]
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VSOutput vertexMain(VSInput input, uniform float4x4 mvp, uniform float3 color)
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{
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VSOutput output;
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if ((input.Color.r == 1.0) && (input.Color.g == 0.0) && (input.Color.b == 0.0))
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{
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output.Color = color;
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}
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else
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{
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output.Color = input.Color;
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}
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output.Pos = mul(mvp, float4(input.Pos.xyz, 1.0));
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float4 pos = mul(mvp, float4(input.Pos, 1.0));
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output.Normal = mul((float3x3)mvp, input.Normal);
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float3 lPos = float3(0.0, 0.0, 0.0);
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output.LightVec = lPos - pos.xyz;
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output.ViewVec = -pos.xyz;
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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 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), 0.0) * input.Color;
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float3 specular = pow(max(dot(R, V), 0.0), 8.0) * float3(0.75, 0.75, 0.75);
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return float4(diffuse + specular, 1.0);
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} |