-
Notifications
You must be signed in to change notification settings - Fork 3
Expand file tree
/
Copy pathgeometry_forward_ps.hlsl
More file actions
68 lines (57 loc) · 2.19 KB
/
geometry_forward_ps.hlsl
File metadata and controls
68 lines (57 loc) · 2.19 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
// Copyright (c) 2023-2024 Advanced Micro Devices, Inc. All Rights Reserved.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#include "common.hlsl"
[[vk::binding(0, 0)]]
cbuffer cbUbo
{
UboData ubo;
};
struct PsInput
{
float4 svPosition : SV_POSITION;
float3 position : POSITION;
float3 normal : NORMAL;
float3 texCoord : TEXCOORD;
float3 color : COLOR;
};
struct PsOutput
{
float4 fragColor : SV_Target0;
};
PsOutput main(const PsInput input)
{
PsOutput output;
float3x3 modelview3x3 = float3x3(
ubo.modelview[0].xyz,
ubo.modelview[1].xyz,
ubo.modelview[2].xyz);
float4 pos = mul(ubo.modelview, float4(input.position, 1.0));
float3 lPos = mul(modelview3x3, ubo.lightPos.xyz);
float3 lightVec = lPos - pos.xyz;
float3 viewVec = -pos.xyz;
float3 N = normalize(input.normal);
float3 L = normalize(lightVec);
float3 V = normalize(viewVec);
float3 R = reflect(-L, N);
float3 diffuse = mul(input.color, max(dot(N, L), 0.0));
float3 specular = mul(float3(1, 1, 1), pow(max(dot(R, V), 0.0), 32.0));
output.fragColor = float4(toSrgb(diffuse + specular), 1.0);
return output;
}