// 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 Sphere { float4x4 u_view_projection; float4x4 u_transform; float3 u_color; float u_specular; float u_emission; float3 u_light_pos; float3 u_camera_pos; int u_is_selected; float3 u_outline_color; float u_outline_width; }; 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_view_projection, 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_light_pos - input.worldPos); float3 viewDir = normalize(su.u_camera_pos - 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_is_selected > 0) { float ndotv = max(dot(normal, viewDir), 0.0); float rim = 1.0 - ndotv; float outlineMask = step(1.0 - su.u_outline_width, rim); result = lerp(result, su.u_outline_color, outlineMask); } return float4(result, 1.0); }