hachem.wtf
aboutsummaryrefslogtreecommitdiff
path: root/assets/shaders/sphere.slang
diff options
context:
space:
mode:
Diffstat (limited to 'assets/shaders/sphere.slang')
-rw-r--r--assets/shaders/sphere.slang48
1 files changed, 26 insertions, 22 deletions
diff --git a/assets/shaders/sphere.slang b/assets/shaders/sphere.slang
index 0871438..256372d 100644
--- a/assets/shaders/sphere.slang
+++ b/assets/shaders/sphere.slang
@@ -1,5 +1,17 @@
-uniform float4x4 u_ViewProjection;
-uniform float4x4 u_Transform;
+struct SphereU
+{
+ float4x4 u_ViewProjection;
+ float4x4 u_Transform;
+ float3 u_Color;
+ float u_Specular;
+ float u_Emission;
+ float3 u_LightPos;
+ float3 u_CameraPos;
+ int u_IsSelected;
+ float3 u_OutlineColor;
+ float u_OutlineWidth;
+};
+ConstantBuffer<SphereU> su;
struct VSInput
{
@@ -18,29 +30,21 @@ struct VSOutput
VSOutput vertexMain(VSInput input)
{
VSOutput output;
- output.worldPos = mul(u_Transform, float4(input.position, 1.0)).xyz;
- float3x3 normalMatrix = (float3x3)u_Transform;
+ output.worldPos = mul(su.u_Transform, float4(input.position, 1.0)).xyz;
+ float3x3 normalMatrix = (float3x3)su.u_Transform;
output.normal = mul(normalMatrix, input.normal);
- output.position = mul(u_ViewProjection, float4(output.worldPos, 1.0));
+ output.position = mul(su.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;
+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 lightDir = normalize(su.u_LightPos - input.worldPos);
+ float3 viewDir = normalize(su.u_CameraPos - input.worldPos);
float3 reflectDir = reflect(-lightDir, normal);
float3 hdriLight = u_HDRIEnvironment.Sample(normal).rgb;
@@ -49,18 +53,18 @@ float4 fragmentMain(VSOutput input) : SV_Target
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 diffuse = su.u_Color * (diff + hdriIntensity * hdriLight);
+ float3 specular = float3(su.u_Specular, su.u_Specular, su.u_Specular) * spec;
+ float3 emission = su.u_Color * su.u_Emission;
float3 result = diffuse + specular + emission;
- if (u_IsSelected > 0)
+ if (su.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);
+ float outlineMask = step(1.0 - su.u_OutlineWidth, rim);
+ result = lerp(result, su.u_OutlineColor, outlineMask);
}
return float4(result, 1.0);