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struct VertexInput {
float3 pos;
float3 normal;
};
struct UniformBuffer {
float4x4 model, view, proj;
float4x4 camera_rot;
float3 camera_loc;
};
ConstantBuffer<UniformBuffer> 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.);
}
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