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/obj.frag.slang | 47 ----------------------------------------------- 1 file changed, 47 deletions(-) delete mode 100644 shaders/obj.frag.slang (limited to 'shaders/obj.frag.slang') 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; -} -- cgit v1.2.3