From 3fd33ecff7472e4d6fc9e6b3905f56982e497ef2 Mon Sep 17 00:00:00 2001 From: hachem Date: Sun, 23 Aug 2026 17:21:37 +0200 Subject: [feat]: complete RHI api --- assets/shaders/sphere.slang | 74 +++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 74 insertions(+) create mode 100644 assets/shaders/sphere.slang (limited to 'assets/shaders/sphere.slang') 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 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); +} -- cgit v1.3