procedural-3d-engine/shaders/slang/gltfloading/mesh.slang
2025-04-26 14:50:10 +02:00

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/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct VSInput
{
float3 Pos;
float3 Normal;
float2 UV;
float3 Color;
};
struct VSOutput
{
float4 Pos : SV_POSITION;
float3 Normal;
float3 Color;
float2 UV;
float3 ViewVec;
float3 LightVec;
};
struct UBO
{
float4x4 projection;
float4x4 view;
float4 lightPos;
float4 viewPos;
};
ConstantBuffer<UBO> ubo;
[shader("vertex")]
VSOutput vertexMain(VSInput input, uniform float4x4 modelMat)
{
VSOutput output;
output.Normal = input.Normal;
output.Color = input.Color;
output.UV = input.UV;
output.Pos = mul(ubo.projection, mul(ubo.view, mul(modelMat, float4(input.Pos.xyz, 1.0))));
float4 pos = mul(ubo.view, mul(modelMat, float4(input.Pos.xyz, 1.0)));
output.Normal = mul((float3x3)ubo.view, input.Normal);
output.LightVec = ubo.lightPos.xyz - pos.xyz;
output.ViewVec = ubo.viewPos.xyz - pos.xyz;
return output;
}
[[vk::binding(0, 1)]] Sampler2D samplerColorMap;
[shader("fragment")]
float4 fragmentMain(VSOutput input)
{
float4 color = samplerColorMap.Sample(input.UV) * float4(input.Color, 1.0);
float3 N = normalize(input.Normal);
float3 L = normalize(input.LightVec);
float3 V = normalize(input.ViewVec);
float3 R = reflect(L, N);
float3 diffuse = max(dot(N, L), 0.0) * input.Color;
float3 specular = pow(max(dot(R, V), 0.0), 16.0) * float3(0.75, 0.75, 0.75);
return float4(diffuse * color.rgb + specular, 1.0);
}