35 lines
942 B
PostScript
35 lines
942 B
PostScript
cbuffer LightBuffer
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{
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float4 diffuseColor;
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float3 lightDirection;
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float padding; // Padding to ensure the structure is a multiple of 16 bytes.
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float3 lightPosition; // Add light position
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float padding2; // Padding to ensure the structure is a multiple of 16 bytes.
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float constantAttenuation;
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float linearAttenuation;
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float quadraticAttenuation;
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float padding3; // Padding to ensure the structure is a multiple of 16 bytes.
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};
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Texture2D shaderTexture;
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SamplerState SampleType;
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struct PixelInputType
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{
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float4 position : SV_POSITION;
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float3 normal : NORMAL;
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float2 tex : TEXCOORD0;
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float3 worldPos : TEXCOORD1; // Add world position
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};
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float4 CelShadingPixelShader(PixelInputType input) : SV_TARGET
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{
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// Normalize the normal
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float3 normal = normalize(input.normal);
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// Convert the normal to a color
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float4 color = float4((normal + 1.0f) * 0.5f, 1.0f);
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return color;
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}
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