From a113b3569b2d6c621219cf51e0b761f84fd40f29 Mon Sep 17 00:00:00 2001 From: Connor Thomson Date: Fri, 11 Sep 2026 16:26:13 -0700 Subject: Update model shader names & more --- shaders/model.frag.slang | 47 +++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 47 insertions(+) create mode 100644 shaders/model.frag.slang (limited to 'shaders/model.frag.slang') diff --git a/shaders/model.frag.slang b/shaders/model.frag.slang new file mode 100644 index 0000000..4684db0 --- /dev/null +++ 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 . + */ + +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 -- cgit v1.2.3