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authorConnor Thomson <blumatrikz@gmail.com>2026-09-11 16:26:13 -0700
committerConnor Thomson <blumatrikz@gmail.com>2026-09-11 16:26:13 -0700
commita113b3569b2d6c621219cf51e0b761f84fd40f29 (patch)
treed067a31698d8e8b65ce008454bd07b89921fb80d /shaders/model.frag.slang
parentc746e078703503bbbef9d1bd170d5d6617126453 (diff)
Update model shader names & more
Diffstat (limited to 'shaders/model.frag.slang')
-rw-r--r--shaders/model.frag.slang47
1 files changed, 47 insertions, 0 deletions
diff --git a/shaders/model.frag.slang b/shaders/model.frag.slang
new file mode 100644
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+++ b/shaders/model.frag.slang
@@ -0,0 +1,47 @@
+/*
+ * Tuxánci 2 - A first person shooter
+ * Copyright (C) 2025-2026 Connor Thomson
+ *
+ * This program is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program. If not, see <https://www.gnu.org/licenses/>.
+ */
+
+struct FSInput {
+ float3 normal : TEXCOORD0;
+ float3 world_position : TEXCOORD1;
+ float3 camera_position : TEXCOORD2;
+};
+
+struct FSOutput {
+ float4 out_color : SV_Target0;
+};
+
+static const float ambient_strength = 0.22;
+static const float diffuse_strength = 0.78;
+static const float specular_strength = 0.6;
+static const float shininess = 32.0;
+
+FSOutput main(FSInput input) {
+ float3 light_direction = normalize(float3(-0.45, 0.75, 0.55));
+ float3 normal = normalize(input.normal);
+ float3 view_direction = normalize(input.camera_position - input.world_position);
+ float3 halfway_direction = normalize(light_direction + view_direction);
+
+ float diffuse = max(dot(normal, light_direction), 0.0);
+ float specular = diffuse > 0.0 ? pow(max(dot(normal, halfway_direction), 0.0), shininess) : 0.0;
+
+ float shade = saturate(ambient_strength + diffuse * diffuse_strength + specular * specular_strength);
+ FSOutput output;
+ output.out_color = float4(shade, shade, shade, 1.0);
+ return output;
+} \ No newline at end of file