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PixelShader.hlsl
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PixelShader.hlsl
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Texture2D Texture : register(t0);
SamplerState TextureSampler : register(ps_5_0, s0);
struct PS_INPUT
{
float4 Pos : SV_POSITION;
float2 Texcoord : TEXCOORD0;
float3 Normal : NORMAL0;
float3 direction_to_camera : TEXCOORD1;
};
cbuffer constant : register(b0)
{
row_major matrix m_world;
row_major matrix m_view;
row_major matrix m_proj;
float4 light_direction;
}
float4 main(PS_INPUT input) : SV_TARGET
{
//Ambient Light
float ka = 0.3;
float3 ia = float3(1.0, 1.0, 1.0);
float3 ambient_light = ka * ia;
//DIFFUSE LIGHT
float kd = 0.7;
float3 id = float3(1.0, 1.0, 1.0);
float amount_diffuse_light = max(0.0, dot(light_direction.xyz, input.Normal));
float3 diffuse_light = kd * amount_diffuse_light * id;
//SPECULAR LIGHT
float ks = 1.0;
float3 is = float3(1.0, 1.0, 1.0);
float3 reflected_light = reflect(light_direction.xyz, input.Normal);
float shininess = 30.0;
float amount_specular_light = pow(max(0.0, dot(reflected_light, input.direction_to_camera)), shininess);
float3 specular_light = ks * amount_specular_light * is;
float3 light = ambient_light + diffuse_light + specular_light;
//return Texture.Sample(TextureSampler, input.Texcoord) * float4(light, 1.0);
return float4(light, 1.0);
}