diff options
Diffstat (limited to 'assets/shaders/Sphere.slang')
| -rw-r--r-- | assets/shaders/Sphere.slang | 67 |
1 files changed, 67 insertions, 0 deletions
diff --git a/assets/shaders/Sphere.slang b/assets/shaders/Sphere.slang new file mode 100644 index 0000000..0871438 --- /dev/null +++ b/assets/shaders/Sphere.slang @@ -0,0 +1,67 @@ +uniform float4x4 u_ViewProjection; +uniform float4x4 u_Transform; + +struct VSInput +{ + float3 position : POSITION; + float3 normal : NORMAL; +}; + +struct VSOutput +{ + float4 position : SV_Position; + float3 normal : TEXCOORD0; + float3 worldPos : TEXCOORD1; +}; + +[shader("vertex")] +VSOutput vertexMain(VSInput input) +{ + VSOutput output; + output.worldPos = mul(u_Transform, float4(input.position, 1.0)).xyz; + float3x3 normalMatrix = (float3x3)u_Transform; + output.normal = mul(normalMatrix, input.normal); + output.position = mul(u_ViewProjection, float4(output.worldPos, 1.0)); + return output; +} + +uniform float3 u_Color; +uniform float u_Specular; +uniform float u_Emission; +uniform float3 u_LightPos; +uniform float3 u_CameraPos; +uniform int u_IsSelected; +uniform float3 u_OutlineColor; +uniform float u_OutlineWidth; +SamplerCube u_HDRIEnvironment; + +[shader("fragment")] +float4 fragmentMain(VSOutput input) : SV_Target +{ + float3 normal = normalize(input.normal); + float3 lightDir = normalize(u_LightPos - input.worldPos); + float3 viewDir = normalize(u_CameraPos - input.worldPos); + float3 reflectDir = reflect(-lightDir, normal); + + float3 hdriLight = u_HDRIEnvironment.Sample(normal).rgb; + float hdriIntensity = 0.3; + + float diff = max(dot(normal, lightDir), 0.0); + float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32.0); + + float3 diffuse = u_Color * (diff + hdriIntensity * hdriLight); + float3 specular = float3(u_Specular, u_Specular, u_Specular) * spec; + float3 emission = u_Color * u_Emission; + + float3 result = diffuse + specular + emission; + + if (u_IsSelected > 0) + { + float ndotv = max(dot(normal, viewDir), 0.0); + float rim = 1.0 - ndotv; + float outlineMask = step(1.0 - u_OutlineWidth, rim); + result = lerp(result, u_OutlineColor, outlineMask); + } + + return float4(result, 1.0); +} |
