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-rw-r--r--shaders/obj.frag.slang19
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;