[RenderMonkey] Diffuse
// Vertex Shader
struct VS_INPUT
{
float4 mPosition : POSITION;
float3 mNormal : NORMAL;
};
struct VS_OUTPUT
{
float4 mPosition : POSITION;
float3 mDiffuse : TEXCOORD1;
};
float4x4 gWorldMatrix;
float4x4 gViewMatrix;
float4x4 gProjectionMatrix;
float4 gWorldLightPosition;
VS_OUTPUT vs_main(VS_INPUT Input)
{
VS_OUTPUT Output;
Output.mPosition = mul(Input.mPosition, gWorldMatrix);
float3 lightDir = Output.mPosition.xyz - gWorldLightPosition.xyz;
lightDir = normalize(lightDir);
Output.mPosition = mul(Output.mPosition, gViewMatrix);
Output.mPosition = mul(Output.mPosition, gProjectionMatrix);
float3 worldNormal = mul(Input.mNormal, (float3x3)gWorldMatrix);
worldNormal = normalize(worldNormal);
Output.mDiffuse = dot(-lightDir, worldNormal);
return Output;
}
// Pixel Shader
struct PS_INPUT
{
float3 mDiffuse : TEXCOORD1;
};
float4 ps_main(PS_INPUT Input) : COLOR
{
float3 diffuse = saturate(Input.mDiffuse);
return float4(diffuse, 1);
}
// Stream Mapping
// 정점버퍼의 법선 시맨틱 NORMAL 추가로 Usage > NORMAL, FLOAT3 추가
// gWorldLightPosition
// 광원의 위치
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