basic_lighting.hlsl

src/2.lighting/2.1.basic_lighting/basic_lighting.hlsl · 60 lines

// Read matrices row by row, as rin stores them; mul(M, v) is then M * v.
#pragma pack_matrix(row_major)

cbuffer transforms : register(b0)
{
    float4x4 model;
    float4x4 normal_matrix;
    float4x4 view;
    float4x4 projection;
    float3 view_position;
};

struct vs_in
{
    float3 position : POSITION;
    float3 normal : NORMAL;
    float2 uv : TEXCOORD;
};

// Position and normal in world space, where the lighting is done.
struct vs_out
{
    float4 position : SV_Position;
    float3 world : WORLD;
    float3 normal : NORMAL;
    float2 uv : TEXCOORD;
};

vs_out vs_main(vs_in v)
{
    vs_out o;
    float4 world = mul(model, float4(v.position, 1.0));
    o.world = world.xyz;
    o.position = mul(projection, mul(view, world));
    o.normal = mul((float3x3)normal_matrix, v.normal);
    o.uv = v.uv;
    return o;
}

cbuffer light : register(b1)
{
    float3 object_color;
    float3 light_color;
    float3 light_position;
};

float4 ps_main(vs_out p) : SV_Target
{
    // Interpolation shortens normals between vertices; renormalize.
    float3 n = normalize(p.normal);
    float3 to_light = normalize(light_position - p.world);
    float3 to_eye = normalize(view_position - p.world);

    float3 ambient = 0.1 * light_color;
    float3 diffuse = max(dot(n, to_light), 0.0) * light_color;
    float3 reflected = reflect(-to_light, n);
    float3 specular = 0.5 * pow(max(dot(to_eye, reflected), 0.0), 32.0) * light_color;

    return float4((ambient + diffuse + specular) * object_color, 1.0);
}
Part of rin-dx11, LearnOpenGL's lessons rewritten for Direct3D 11 and rin. Licensed CC BY-NC 4.0, after LearnOpenGL by Joey de Vries.