struct Material { float3 albedo; float metallic; float roughness; }; cbuffer material_CB : register(b0, space0) { Material material; }; cbuffer light_dir_CB : register(b1, space0) { float3 light_dir; }; cbuffer camera_pos_CB : register(b2, space0) { float3 camera_pos; }; Texture2D albedo_tex_tex : register(t3, space0); SamplerState albedo_tex_samp : register(s4, space0); struct FragmentInput { float4 _sv_position : SV_Position; float2 uv : TEXCOORD0; float3 normal : TEXCOORD1; float3 world_pos : TEXCOORD2; }; struct FragmentOutput { float4 color : SV_Target0; }; float3 fresnel_schlick(float cos_theta, float3 f0) { return (f0 + ((float3(1.0, 1.0, 1.0) - f0) * pow((1.0 - cos_theta), 5.0))); } float3 compute_lighting(float3 normal, float3 view_dir, float3 albedo) { float3 n = normalize(normal); float3 l = normalize(light_dir); float3 h = normalize((l + view_dir)); float ndotl = max(dot(n, l), 0.0); float ndoth = max(dot(n, h), 0.0); float3 f0 = lerp(float3(0.04, 0.04, 0.04), albedo, material.metallic); float3 f = fresnel_schlick(max(dot(h, view_dir), 0.0), f0); float3 specular = (f * pow(ndoth, ((1.0 - material.roughness) * 256.0))); float3 diffuse = ((albedo * ndotl) * (float3(1.0, 1.0, 1.0) - f)); return (diffuse + specular); } FragmentOutput fs_main(FragmentInput input) { FragmentOutput __luma_output; float4 tex_color = albedo_tex_tex.Sample(albedo_tex_samp, input.uv); float3 albedo = (tex_color.rgb * material.albedo); float3 view_dir = normalize((camera_pos - input.world_pos)); float3 color = compute_lighting(input.normal, view_dir, albedo); __luma_output.color = float4(color, tex_color.a); return __luma_output; }