44 lines
1.4 KiB
HLSL
44 lines
1.4 KiB
HLSL
/* Copyright (c) 2024, Sascha Willems
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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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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float3 Normal : NORMAL0;
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float4 Color : TEXCOORD0;
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float3 LightVec : TEXCOORD1;
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float3 LightColor[2] : TEXCOORD2;
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float3 ViewVec : TEXCOORD3;
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float LightIntensity : TEXCOORD4;
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};
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float4 main(VSOutput input) : SV_TARGET0
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{
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float attenuation = 1.0 / dot(input.LightVec, input.LightVec);
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float3 N = normalize(input.Normal);
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float3 L = normalize(input.LightVec);
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float3 V = normalize(input.ViewVec);
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float3 R = reflect(-L, N);
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float3 diffuse = input.LightColor[0] * attenuation * max(dot(N, L), 0) * input.LightIntensity;
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float3 ambient = input.LightColor[1];
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float3 specular = pow(max(dot(R, V), 0.0), 16.0) * float3(0.65, 0.65, 0.65);
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return float4((ambient + diffuse) * input.Color.rgb + (specular * input.LightIntensity / 50), input.Color.a);
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}
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