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-rw-r--r--src/shaders/shader.slang34
1 files changed, 18 insertions, 16 deletions
diff --git a/src/shaders/shader.slang b/src/shaders/shader.slang
index e92f5aa..245df4b 100644
--- a/src/shaders/shader.slang
+++ b/src/shaders/shader.slang
@@ -1,12 +1,11 @@
struct VertexInput {
float3 pos;
float3 normal;
+ float2 uv;
};
struct UniformBuffer {
- float4x4 model, view, proj;
- float4x4 camera_rot;
- float3 camera_loc;
+ float4x4 model, view, proj, inv_view;
};
ConstantBuffer<UniformBuffer> ubo;
@@ -15,6 +14,7 @@ struct VertexOutput {
float4 pos : SV_Position;
float3 world_loc;
float3 normal;
+ float2 uv;
};
[shader("vertex")]
@@ -23,7 +23,8 @@ VertexOutput vert_main(VertexInput vi) {
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 = vi.normal;
+ vo.normal = mul(ubo.model, float4(vi.normal, 0.)).xyz;
+ vo.uv = vi.uv;
return vo;
}
@@ -31,16 +32,17 @@ Sampler2D texture;
[shader("fragment")]
float4 frag_main(VertexOutput vo) : SV_Target {
- float3 u = vo.world_loc - ubo.camera_loc;
- float u_len_sq = dot(u, u);
- u = normalize(u);
- float attenuation = dot(mul(ubo.camera_rot, 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.);
+ // 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);
}