Files
LEngine_deprecated/LEngine/shaders/car_shader.fx
T
2025-05-13 02:50:08 +03:00

57 lines
1.3 KiB
HLSL

struct VS_INPUT {
float4 vPosition : POSITION;
float3 normal : NORMAL;
float2 uv0 : UV0;
float2 uv1 : UV1;
};
struct VS_OUTPUT {
float4 vPosition : SV_POSITION;
float3 normal : TEXCOORD0;
float2 uv0 : TEXCOORD1;
float2 uv1 : TEXCOORD2;
float3 worldPos : TEXCOORD3;
};
cbuffer TestBuffer : register(b3) {
float4x4 mWorld;
float4x4 mView;
float4x4 mProjection;
float4 cameraWorldPos;
}
Texture2D diffuse : register(t0);
Texture2D tex2 : register(t1);
SamplerState MeshTextureSampler;
VS_OUTPUT main_vs(VS_INPUT v) {
VS_OUTPUT o;
float4x4 wvp = mul(mul(mProjection, mView), mWorld);
o.vPosition = mul(wvp, float4(v.vPosition.xyz, 1));
o.normal = mul((float3x3)mWorld, v.normal);
o.uv0 = v.uv0;
o.uv1 = v.uv1;
o.worldPos = mul((float3x3)mWorld, v.vPosition.xyz);
return o;
}
#include "lighting/cook_torrance_term.inc"
float4 main_ps(VS_OUTPUT input) : SV_Target
{
float3 ambient = float3(0.3f, 0.3f, 0.4f);
float4 diffuseColor = 1.0f;// diffuse.Sample(MeshTextureSampler, input.uv0);
float3 worldPos = input.worldPos;
float3 camPos = cameraWorldPos.xyz;
float3 viewDir = normalize(camPos - worldPos);
float3 sun = normalize(float3(-1, 1, -1));
float3 surfaceColor = cook_torrance(normalize(input.normal), viewDir, sun, 0.1f, 1.0f, float3(1,1,1), diffuseColor.rgb);
return float4(surfaceColor + ambient * diffuseColor, 1);
}