/* 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; float3 Normal : NORMAL0; float4 Color : TEXCOORD0; float3 LightVec : TEXCOORD1; float3 LightColor[2] : TEXCOORD2; float3 ViewVec : TEXCOORD3; float LightIntensity : TEXCOORD4; }; float4 main(VSOutput input) : SV_TARGET0 { float attenuation = 1.0 / dot(input.LightVec, input.LightVec); float3 N = normalize(input.Normal); float3 L = normalize(input.LightVec); float3 V = normalize(input.ViewVec); float3 R = reflect(-L, N); float3 diffuse = input.LightColor[0] * attenuation * max(dot(N, L), 0) * input.LightIntensity; float3 ambient = input.LightColor[1]; float3 specular = pow(max(dot(R, V), 0.0), 16.0) * float3(0.65, 0.65, 0.65); return float4((ambient + diffuse) * input.Color.rgb + (specular * input.LightIntensity / 50), input.Color.a); }