struct VertexInput { float3 pos; float3 normal; }; struct UniformBuffer { float4x4 model, view, proj; float4x4 camera_rot; float3 camera_loc; }; ConstantBuffer ubo; struct VertexOutput { float4 pos : SV_Position; float3 world_loc; float3 normal; }; [shader("vertex")] VertexOutput vert_main(VertexInput vi) { VertexOutput vo; float4 world_loc = mul(ubo.model, float4(vi.pos, 1.)); vo.pos = mul(ubo.proj, mul(ubo.view, world_loc)); vo.world_loc = world_loc.xyz; vo.normal = vi.normal; return vo; } Sampler2D texture; [shader("fragment")] float4 frag_main(VertexOutput vo) : SV_Target { float3 u = vo.world_loc - ubo.camera_loc; float u_len_sq = dot(u, u); u = normalize(u); float attenuation = dot(mul(ubo.camera_rot, float4(0., 0., -1., 0.)).xyz, u); if (attenuation < .7) attenuation = 0.f; else if (attenuation > .8) attenuation = 1.; else attenuation = (attenuation - .7) / .1; float light = -dot(vo.normal, u) / u_len_sq; if (light < 0.) light = 0.; float final_light = .003 + light * attenuation * .8 * .997; if (final_light > 1.) final_light = 1.; return float4(final_light, final_light, final_light, 1.); }