/* * Tuxánci 2 - A first person shooter * Copyright (C) 2007-2011 Tuxánci Development Team * 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 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; }