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-rw-r--r--assets/shaders/sphere.slang74
1 files changed, 74 insertions, 0 deletions
diff --git a/assets/shaders/sphere.slang b/assets/shaders/sphere.slang
new file mode 100644
index 0000000..e37700d
--- /dev/null
+++ b/assets/shaders/sphere.slang
@@ -0,0 +1,74 @@
+// Lit sphere (Blinn-Phong + HDRI ambient + selection rim). Uniforms in a
+// ConstantBuffer (UBO, binding 0) so both backends drive it through the RHI;
+// the environment cubemap is a separate sampler at binding 1.
+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
+{
+ 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(su.u_Transform, float4(input.position, 1.0)).xyz;
+ float3x3 normalMatrix = (float3x3)su.u_Transform;
+ output.normal = mul(normalMatrix, input.normal);
+ output.position = mul(su.u_ViewProjection, float4(output.worldPos, 1.0));
+ return output;
+}
+
+SamplerCube u_HDRIEnvironment;
+
+[shader("fragment")]
+float4 fragmentMain(VSOutput input) : SV_Target
+{
+ float3 normal = normalize(input.normal);
+ 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;
+ 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 = 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 (su.u_IsSelected > 0)
+ {
+ float ndotv = max(dot(normal, viewDir), 0.0);
+ float rim = 1.0 - ndotv;
+ float outlineMask = step(1.0 - su.u_OutlineWidth, rim);
+ result = lerp(result, su.u_OutlineColor, outlineMask);
+ }
+
+ return float4(result, 1.0);
+}