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// 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<Sphere> 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);
}
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