/* 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. */ Texture2D textureEnvMap : register(t1); SamplerState samplerEnvMap : register(s1); struct VSOutput { float4 Pos : SV_POSITION; [[vk::location(0)]] float2 UV : TEXCOORD0; [[vk::location(1)]] float3 Normal : NORMAL0; [[vk::location(2)]] float3 ViewVec : TEXCOORD1; [[vk::location(3)]] float3 LightVec : TEXCOORD2; }; struct PushConstants { float4 offset; float4 color; int object_type; }; [[vk::push_constant]] PushConstants push_constants; float4 main(VSOutput input) : SV_TARGET { float4 color; switch (push_constants.object_type) { case 0: // Skysphere { color = textureEnvMap.Sample(samplerEnvMap, float2(input.UV.x, 1.0 - input.UV.y)); } break; case 1: // Phong shaded objects { float3 ambient = push_constants.color.rgb * (0.5).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) * push_constants.color.rgb; float3 specular = (pow(max(dot(R, V), 0.0), 8.0)).xxx; color = float4(ambient + diffuse + specular, 1.0); } break; } return float4(color.rgb, 1.0); }