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 ++++++++++++++++++++++++++++++++++++++++++++++ shaders/model.vert.slang | 49 ++++++++++++++++++++++++++++++++++++++++++++++++ shaders/obj.frag.slang | 47 ---------------------------------------------- shaders/obj.vert.slang | 49 ------------------------------------------------ 4 files changed, 96 insertions(+), 96 deletions(-) create mode 100644 shaders/model.frag.slang create mode 100644 shaders/model.vert.slang delete mode 100644 shaders/obj.frag.slang delete mode 100644 shaders/obj.vert.slang (limited to 'shaders') 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 diff --git a/shaders/model.vert.slang b/shaders/model.vert.slang new file mode 100644 index 0000000..380ff37 --- /dev/null +++ b/shaders/model.vert.slang @@ -0,0 +1,49 @@ +/* + * 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 model_uniforms { + float4x4 mvp; + float4x4 model; + float3 camera_position; + float padding; +}; + +[[vk::binding(0, 1)]] +ConstantBuffer uniforms : register(b0, space1); + +struct VSInput { + float3 position : POSITION0; + float3 normal : NORMAL0; +}; + +struct VSOutput { + float4 position : SV_Position; + float3 normal : TEXCOORD0; + float3 world_position : TEXCOORD1; + float3 camera_position : TEXCOORD2; +}; + +VSOutput main(VSInput input) { + VSOutput output; + 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; +} \ No newline at end of file diff --git a/shaders/obj.frag.slang b/shaders/obj.frag.slang deleted file mode 100644 index 33596e3..0000000 --- a/shaders/obj.frag.slang +++ /dev/null @@ -1,47 +0,0 @@ -/* - * 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; -} diff --git a/shaders/obj.vert.slang b/shaders/obj.vert.slang deleted file mode 100644 index 8ab3cc6..0000000 --- a/shaders/obj.vert.slang +++ /dev/null @@ -1,49 +0,0 @@ -/* - * 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 ObjUniforms { - float4x4 mvp; - float4x4 model; - float3 camera_position; - float padding; -}; - -[[vk::binding(0, 1)]] -ConstantBuffer uniforms : register(b0, space1); - -struct VSInput { - float3 position : POSITION0; - float3 normal : NORMAL0; -}; - -struct VSOutput { - float4 position : SV_Position; - float3 normal : TEXCOORD0; - float3 world_position : TEXCOORD1; - float3 camera_position : TEXCOORD2; -}; - -VSOutput main(VSInput input) { - VSOutput output; - 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; -} -- cgit v1.2.3