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2025-09-04 10:54:47 +08:00

44 lines
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HLSL

/* 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);
}