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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 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);
}
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