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authorConnor Thomson <blumatrikz@gmail.com>2026-09-10 17:07:15 -0700
committerConnor Thomson <blumatrikz@gmail.com>2026-09-10 17:07:15 -0700
commite9d4cbaa3c44337115d672d2038a7b73745181c8 (patch)
treeacc15d887e370117f80cc94512af612002ebdbd9 /shaders
parentda1891aa0a053297e1b17bc34c23c362f9ac0c6b (diff)
Update teapot model, add phong shading, & more
Diffstat (limited to 'shaders')
-rw-r--r--shaders/obj.frag.slang19
-rw-r--r--shaders/obj.vert.slang15
2 files changed, 27 insertions, 7 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;
diff --git a/shaders/obj.vert.slang b/shaders/obj.vert.slang
index 2d45e1d..1884b97 100644
--- a/shaders/obj.vert.slang
+++ b/shaders/obj.vert.slang
@@ -20,6 +20,8 @@
struct ObjUniforms {
float4x4 mvp;
float4x4 model;
+ float3 camera_position;
+ float padding;
};
[[vk::binding(0, 1)]]
@@ -31,13 +33,18 @@ struct VSInput {
};
struct VSOutput {
- float4 position : SV_Position;
- float3 normal : TEXCOORD0;
+ float4 position : SV_Position;
+ float3 normal : TEXCOORD0;
+ float3 world_position : TEXCOORD1;
+ float3 camera_position : TEXCOORD2;
};
VSOutput main(VSInput input) {
VSOutput output;
- output.position = mul(uniforms.mvp, float4(input.position, 1.0));
- output.normal = normalize(mul((float3x3)uniforms.model, input.normal));
+ float4 world_position = mul(uniforms.model, float4(input.position, 1.0));
+ output.position = mul(uniforms.mvp, float4(input.position, 1.0));
+ output.normal = normalize(mul((float3x3)uniforms.model, input.normal));
+ output.world_position = world_position.xyz;
+ output.camera_position = uniforms.camera_position;
return output;
}