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| author | Connor Thomson <blumatrikz@gmail.com> | 2026-09-10 17:07:15 -0700 |
|---|---|---|
| committer | Connor Thomson <blumatrikz@gmail.com> | 2026-09-10 17:07:15 -0700 |
| commit | e9d4cbaa3c44337115d672d2038a7b73745181c8 (patch) | |
| tree | acc15d887e370117f80cc94512af612002ebdbd9 /shaders/obj.frag.slang | |
| parent | da1891aa0a053297e1b17bc34c23c362f9ac0c6b (diff) | |
Update teapot model, add phong shading, & more
Diffstat (limited to 'shaders/obj.frag.slang')
| -rw-r--r-- | shaders/obj.frag.slang | 19 |
1 files changed, 16 insertions, 3 deletions
diff --git a/shaders/obj.frag.slang b/shaders/obj.frag.slang index 90525a3..6f6661c 100644 --- a/shaders/obj.frag.slang +++ b/shaders/obj.frag.slang @@ -18,17 +18,30 @@ */ struct FSInput { - float3 normal : TEXCOORD0; + 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)); - float light = max(dot(normalize(input.normal), light_direction), 0.0); - float shade = 0.22 + light * 0.78; + float3 normal = normalize(input.normal); + float3 view_direction = normalize(input.camera_position - input.world_position); + float3 reflect_direction = reflect(-light_direction, normal); + + float diffuse = max(dot(normal, light_direction), 0.0); + float specular = diffuse > 0.0 ? pow(max(dot(view_direction, reflect_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; |