Files
Juliet/Assets/source/SolidColor.frag.hlsl

47 lines
1.3 KiB
HLSL

#include "RootConstants.hlsl"
struct Input
{
float4 Color : TEXCOORD0;
float3 WorldNormal : TEXCOORD1;
float3 WorldPosition : TEXCOORD2;
};
float4 main(Input input) : SV_Target0
{
float3 normal = normalize(input.WorldNormal);
// Initial ambient component
float3 result = input.Color.rgb * LightColor * AmbientIntensity;
// Directional light contribution
float ndotl = max(dot(normal, -LightDirection), 0.0);
result += input.Color.rgb * LightColor * ndotl;
// Point lights
if (ActiveLightCount > 0)
{
StructuredBuffer<PointLight> pointLights = ResourceDescriptorHeap[LightBufferIndex];
for (uint i = 0; i < ActiveLightCount; ++i)
{
PointLight light = pointLights[i];
float3 lightDir = light.Position - input.WorldPosition;
float dist = length(lightDir);
if (dist < light.Radius)
{
lightDir = normalize(lightDir);
float attenuation = 1.0 - (dist / light.Radius);
attenuation = max(attenuation, 0.0);
float pndotl = max(dot(normal, lightDir), 0.0);
result += light.Color * input.Color.rgb * pndotl * attenuation * light.Intensity;
}
}
}
return float4(result, input.Color.a);
}