#include "bindless_structs.hlsli" struct FS_Input { float4 inPosition : POSITION; float4 inNormal : NORMAL; float4 inColor : COLOR0; float2 inUV : TEXCOORD0; }; struct FS_Output { float4 outColor : SV_Target0; }; float4 GetAlbedo(uint materialBufferId, int materialId, float2 uv) { uint albedoTexId = materialsBuffer[materialBufferId][materialId].m_AlbedoTex; if (albedoTexId == INVALID_HANDLE) { return (float4) materialsBuffer[materialBufferId][materialId].m_AlbedoFactor; } else { return textures[albedoTexId].Sample(immutableSamplers[albedoTexId], uv); } } FS_Output main(FS_Input stage_input) { // Hereby assume that we always have a point light at float3 lightPos = float3(6.0f, 6.0f, 6.0f); // with float3 lightColor = float3(0.7f, 0.7f, 0.7f); //float3(0.7f, 0.4f, 0.1f); // and float3 ambient = float3(0.02f, 0.02f, 0.02f); float3 norm = normalize(stage_input.inNormal.xyz); float3 lightDir = normalize(lightPos - stage_input.inPosition.xyz); float diff = max(dot(norm, lightDir), 0.0f); float3 diffuse = diff * lightColor; float4 objColor = pcb.m_MaterialIdx < 0 ? stage_input.inColor : GetAlbedo(pcb.materialBufferHandle, pcb.m_MaterialIdx, stage_input.inUV); FS_Output output; output.outColor = float4(objColor.rgb * (diffuse + ambient), objColor.a); return output; }