98 lines
No EOL
2.5 KiB
Text
98 lines
No EOL
2.5 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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float2 UV;
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float3 Normal;
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float4 Tangent;
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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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float2 UV;
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float3 LightVec;
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float3 LightVecB;
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float3 LightDir;
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float3 ViewVec;
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};
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struct UBO
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{
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float4x4 projection;
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float4x4 model;
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float4x4 normal;
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float4 lightPos;
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};
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ConstantBuffer<UBO> ubo;
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Sampler2D samplerColorMap;
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Sampler2D samplerNormalHeightMap;
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#define lightRadius 45.0
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[shader("vertex")]
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VSOutput vertexMain(VSInput input)
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{
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VSOutput output;
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float3 vertexPosition = mul(ubo.model, float4(input.Pos, 1.0)).xyz;
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output.LightDir = normalize(ubo.lightPos.xyz - vertexPosition);
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float3 biTangent = cross(input.Normal, input.Tangent.xyz);
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// Setup (t)angent-(b)inormal-(n)ormal matrix for converting
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// object coordinates into tangent space
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float3x3 tbnMatrix;
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tbnMatrix[0] = mul((float3x3)ubo.normal, input.Tangent.xyz);
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tbnMatrix[1] = mul((float3x3)ubo.normal, biTangent);
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tbnMatrix[2] = mul((float3x3)ubo.normal, input.Normal);
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output.LightVec.xyz = mul(float3(ubo.lightPos.xyz - vertexPosition), tbnMatrix);
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float3 lightDist = ubo.lightPos.xyz - input.Pos;
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output.LightVecB.x = dot(input.Tangent.xyz, lightDist);
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output.LightVecB.y = dot(biTangent, lightDist);
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output.LightVecB.z = dot(input.Normal, lightDist);
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output.ViewVec.x = dot(input.Tangent.xyz, input.Pos);
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output.ViewVec.y = dot(biTangent, input.Pos);
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output.ViewVec.z = dot(input.Normal, input.Pos);
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output.UV = input.UV;
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output.Pos = mul(ubo.projection, mul(ubo.model, float4(input.Pos, 1.0)));
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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 specularColor = float3(0.85, 0.5, 0.0);
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float invRadius = 1.0/lightRadius;
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float ambient = 0.25;
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float3 rgb, normal;
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rgb = samplerColorMap.Sample(input.UV).rgb;
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normal = normalize((samplerNormalHeightMap.Sample(input.UV).rgb - 0.5) * 2.0);
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float distSqr = dot(input.LightVecB, input.LightVecB);
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float3 lVec = input.LightVecB * rsqrt(distSqr);
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float atten = max(clamp(1.0 - invRadius * sqrt(distSqr), 0.0, 1.0), ambient);
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float diffuse = clamp(dot(lVec, normal), 0.0, 1.0);
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float3 light = normalize(-input.LightVec);
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float3 view = normalize(input.ViewVec);
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float3 reflectDir = reflect(-light, normal);
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float specular = pow(max(dot(view, reflectDir), 0.0), 4.0);
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return float4((rgb * atten + (diffuse * rgb + 0.5 * specular * specularColor.rgb)) * atten, 1.0);
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} |