Specular Lighting

This commit is contained in:
StratiX0
2024-03-28 10:14:25 +01:00
parent e0c875187b
commit 16db21608a
15 changed files with 14989 additions and 57 deletions

View File

@@ -14,6 +14,8 @@ cbuffer LightBuffer
float4 diffuseColor;
float3 lightDirection;
float padding;
float specularPower;
float4 specularColor;
};
@@ -25,6 +27,7 @@ struct PixelInputType
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
float3 normal : NORMAL;
float3 viewDirection : TEXCOORD1;
};
@@ -37,6 +40,8 @@ float4 LightPixelShader(PixelInputType input) : SV_TARGET
float3 lightDir;
float lightIntensity;
float4 color;
float3 reflection;
float4 specular;
// Sample the pixel color from the texture using the sampler at this texture coordinate location.
@@ -45,6 +50,10 @@ float4 LightPixelShader(PixelInputType input) : SV_TARGET
// Set the default output color to the ambient light value for all pixels.
color = ambientColor;
// Initialize the specular color.
specular = float4(0.0f, 0.0f, 0.0f, 0.0f);
// Invert the light direction for calculations.
lightDir = -lightDirection;
@@ -55,13 +64,22 @@ float4 LightPixelShader(PixelInputType input) : SV_TARGET
{
// Determine the final diffuse color based on the diffuse color and the amount of light intensity.
color += (diffuseColor * lightIntensity);
}
// Saturate the final light color.
color = saturate(color);
// Saturate the ambient and diffuse color.
color = saturate(color);
// Calculate the reflection vector based on the light intensity, normal vector, and light direction.
reflection = normalize(2.0f * lightIntensity * input.normal - lightDir);
// Determine the amount of specular light based on the reflection vector, viewing direction, and specular power.
specular = pow(saturate(dot(reflection, input.viewDirection)), specularPower);
}
// Multiply the texture pixel and the final diffuse color to get the final pixel color result.
color = color * textureColor;
// Add the specular component last to the output color.
color = saturate(color + specular);
return color;
}