//////////////////////////////////////////////////////////////////////////////// // Filename: light.ps //////////////////////////////////////////////////////////////////////////////// ///////////// // GLOBALS // ///////////// Texture2D shaderTexture : register(t0); SamplerState SampleType : register(s0); cbuffer LightBuffer { float4 diffuseColor; float3 lightDirection; float padding; }; ////////////// // TYPEDEFS // ////////////// struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; //////////////////////////////////////////////////////////////////////////////// // Pixel Shader //////////////////////////////////////////////////////////////////////////////// float4 LightPixelShader(PixelInputType input) : SV_TARGET { float4 textureColor; float3 lightDir; float lightIntensity; float4 color; // Sample the pixel color from the texture using the sampler at this texture coordinate location. textureColor = shaderTexture.Sample(SampleType, input.tex); // Invert the light direction for calculations. lightDir = -lightDirection; // Calculate the amount of light on this pixel. lightIntensity = saturate(dot(input.normal, lightDir)); // Determine the final amount of diffuse color based on the diffuse color combined with the light intensity. color = saturate(diffuseColor * lightIntensity); // Multiply the texture pixel and the final diffuse color to get the final pixel color result. color = color * textureColor; return color; }