67 lines
2.1 KiB
HLSL
67 lines
2.1 KiB
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;
|
|
[[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);
|
|
} |