Specular Lighting
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@@ -13,6 +13,12 @@ cbuffer MatrixBuffer
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matrix projectionMatrix;
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};
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cbuffer CameraBuffer
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{
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float3 cameraPosition;
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float padding;
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};
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//////////////
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// TYPEDEFS //
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//////////////
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@@ -28,6 +34,7 @@ struct PixelInputType
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float4 position : SV_POSITION;
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float2 tex : TEXCOORD0;
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float3 normal : NORMAL;
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float3 viewDirection : TEXCOORD1;
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};
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@@ -37,7 +44,8 @@ struct PixelInputType
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PixelInputType LightVertexShader(VertexInputType input)
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{
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PixelInputType output;
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float4 worldPosition;
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// Change the position vector to be 4 units for proper matrix calculations.
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input.position.w = 1.0f;
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@@ -56,5 +64,14 @@ PixelInputType LightVertexShader(VertexInputType input)
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// Normalize the normal vector.
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output.normal = normalize(output.normal);
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// Calculate the position of the vertex in the world.
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worldPosition = mul(input.position, worldMatrix);
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// Determine the viewing direction based on the position of the camera and the position of the vertex in the world.
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output.viewDirection = cameraPosition.xyz - worldPosition.xyz;
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// Normalize the viewing direction vector.
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output.viewDirection = normalize(output.viewDirection);
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return output;
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}
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