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/*
* 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 <https://www.gnu.org/licenses/>.
*/
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;
}
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