/* Copyright (c) 2024, Sascha Willems * * SPDX-License-Identifier: Apache-2.0 * * Licensed under the Apache License, Version 2.0 the "License"; * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ struct VSOutput { float4 Pos : SV_POSITION; [[vk::location(0)]] float3 Normal : NORMAL0; [[vk::location(1)]] float3 Color : COLOR0; [[vk::location(2)]] float3 ViewVec : VECTOR0; [[vk::location(3)]] float3 LightVec : VECTOR1; [[vk::location(4)]] nointerpolation float3 FlatNormal : NORMAL1; }; [[vk::constant_id(0)]] const int LIGHTING_MODEL = 0; float4 main(VSOutput input) : SV_TARGET0 { switch (LIGHTING_MODEL) { case 0: // Phong { float3 ambient = input.Color * (0.25).xxx; 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).xxx) * input.Color; float3 specular = pow(max(dot(R, V), (0.0).xxx), 32.0) * (0.75).xxx; return float4(ambient + diffuse * 1.75 + specular, 1.0); } case 1: // Toon { float3 N = normalize(input.Normal); float3 L = normalize(input.LightVec); float intensity = dot(N,L); float3 color; if (intensity > 0.98) color = input.Color * 1.5; else if (intensity > 0.9) color = input.Color * 1.0; else if (intensity > 0.5) color = input.Color * 0.6; else if (intensity > 0.25) color = input.Color * 0.4; else color = input.Color * 0.2; // Desaturate a bit color = float3(lerp(color, float3(dot(float3(0.2126,0.7152,0.0722), color).xxx), 0.25)); return float4(color, 1.0); } } return float4(input.Color, 1.0); }