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-rw-r--r--src/shaders/shader.slang48
1 files changed, 0 insertions, 48 deletions
diff --git a/src/shaders/shader.slang b/src/shaders/shader.slang
deleted file mode 100644
index 245df4b..0000000
--- a/src/shaders/shader.slang
+++ /dev/null
@@ -1,48 +0,0 @@
-struct VertexInput {
- float3 pos;
- float3 normal;
- float2 uv;
-};
-
-struct UniformBuffer {
- float4x4 model, view, proj, inv_view;
-};
-
-ConstantBuffer<UniformBuffer> ubo;
-
-struct VertexOutput {
- float4 pos : SV_Position;
- float3 world_loc;
- float3 normal;
- float2 uv;
-};
-
-[shader("vertex")]
-VertexOutput vert_main(VertexInput vi) {
- VertexOutput vo;
- float4 world_loc = mul(ubo.model, float4(vi.pos, 1.));
- vo.pos = mul(ubo.proj, mul(ubo.view, world_loc));
- vo.world_loc = world_loc.xyz;
- vo.normal = mul(ubo.model, float4(vi.normal, 0.)).xyz;
- vo.uv = vi.uv;
- return vo;
-}
-
-Sampler2D texture;
-
-[shader("fragment")]
-float4 frag_main(VertexOutput vo) : SV_Target {
- // float3 u = vo.world_loc - (ubo.inv_view * float4(0., 0., 0., 1.)).xyz;
- // float u_len_sq = dot(u, u);
- // u = normalize(u);
- // float attenuation = dot(mul(ubo.inv_view, float4(0., 0., -1., 0.)).xyz, u);
- // if (attenuation < .7) attenuation = 0.f;
- // else if (attenuation > .8) attenuation = 1.;
- // else attenuation = (attenuation - .7) / .1;
- // float light = -dot(vo.normal, u) / u_len_sq;
- // if (light < 0.) light = 0.;
- // float final_light = .003 + light * attenuation * .8 * .997;
- // if (final_light > 1.) final_light = 1.;
- // return float4(final_light, final_light, final_light, 1.);
- return float4(texture.Sample(vo.uv).rgb, 1.f);
-}