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authorhachem <im@hachem.wtf>2026-08-24 17:07:54 +0200
committerhachem <im@hachem.wtf>2026-08-24 17:07:54 +0200
commit06398a7a176e123506de6e8851866a8bec0b3427 (patch)
tree7167ef4818f2c224840122961882efb5ec26c80b /assets/shaders/sphere.slang
parent1c85c2ecaa826afd8bf80f93741cf1b2deba5798 (diff)
[chore]: cleanup shaders
Diffstat (limited to 'assets/shaders/sphere.slang')
-rw-r--r--assets/shaders/sphere.slang60
1 files changed, 25 insertions, 35 deletions
diff --git a/assets/shaders/sphere.slang b/assets/shaders/sphere.slang
index e37700d..41badde 100644
--- a/assets/shaders/sphere.slang
+++ b/assets/shaders/sphere.slang
@@ -1,42 +1,32 @@
// Lit sphere (Blinn-Phong + HDRI ambient + selection rim). Uniforms in a
// ConstantBuffer (UBO, binding 0) so both backends drive it through the RHI;
// the environment cubemap is a separate sampler at binding 1.
-struct SphereU
+struct Sphere
{
- float4x4 u_ViewProjection;
- float4x4 u_Transform;
- float3 u_Color;
- float u_Specular;
- float u_Emission;
- float3 u_LightPos;
- float3 u_CameraPos;
- int u_IsSelected;
- float3 u_OutlineColor;
- float u_OutlineWidth;
+ float4x4 u_view_projection;
+ float4x4 u_transform;
+ float3 u_color;
+ float u_specular;
+ float u_emission;
+ float3 u_light_pos;
+ float3 u_camera_pos;
+ int u_is_selected;
+ float3 u_outline_color;
+ float u_outline_width;
};
-ConstantBuffer<SphereU> su;
+ConstantBuffer<Sphere> su;
-struct VSInput
-{
- float3 position : POSITION;
- float3 normal : NORMAL;
-};
-
-struct VSOutput
-{
- float4 position : SV_Position;
- float3 normal : TEXCOORD0;
- float3 worldPos : TEXCOORD1;
-};
+struct VSInput { float3 position : POSITION; float3 normal : NORMAL; };
+struct VSOutput { float4 position : SV_Position; float3 normal : TEXCOORD0; float3 worldPos : TEXCOORD1; };
[shader("vertex")]
VSOutput vertexMain(VSInput input)
{
VSOutput output;
- output.worldPos = mul(su.u_Transform, float4(input.position, 1.0)).xyz;
- float3x3 normalMatrix = (float3x3)su.u_Transform;
+ output.worldPos = mul(su.u_transform, float4(input.position, 1.0)).xyz;
+ float3x3 normalMatrix = (float3x3)su.u_transform;
output.normal = mul(normalMatrix, input.normal);
- output.position = mul(su.u_ViewProjection, float4(output.worldPos, 1.0));
+ output.position = mul(su.u_view_projection, float4(output.worldPos, 1.0));
return output;
}
@@ -46,8 +36,8 @@ SamplerCube u_HDRIEnvironment;
float4 fragmentMain(VSOutput input) : SV_Target
{
float3 normal = normalize(input.normal);
- float3 lightDir = normalize(su.u_LightPos - input.worldPos);
- float3 viewDir = normalize(su.u_CameraPos - input.worldPos);
+ float3 lightDir = normalize(su.u_light_pos - input.worldPos);
+ float3 viewDir = normalize(su.u_camera_pos - input.worldPos);
float3 reflectDir = reflect(-lightDir, normal);
float3 hdriLight = u_HDRIEnvironment.Sample(normal).rgb;
@@ -56,18 +46,18 @@ float4 fragmentMain(VSOutput input) : SV_Target
float diff = max(dot(normal, lightDir), 0.0);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32.0);
- float3 diffuse = su.u_Color * (diff + hdriIntensity * hdriLight);
- float3 specular = float3(su.u_Specular, su.u_Specular, su.u_Specular) * spec;
- float3 emission = su.u_Color * su.u_Emission;
+ float3 diffuse = su.u_color * (diff + hdriIntensity * hdriLight);
+ float3 specular = float3(su.u_specular, su.u_specular, su.u_specular) * spec;
+ float3 emission = su.u_color * su.u_emission;
float3 result = diffuse + specular + emission;
- if (su.u_IsSelected > 0)
+ if (su.u_is_selected > 0)
{
float ndotv = max(dot(normal, viewDir), 0.0);
float rim = 1.0 - ndotv;
- float outlineMask = step(1.0 - su.u_OutlineWidth, rim);
- result = lerp(result, su.u_OutlineColor, outlineMask);
+ float outlineMask = step(1.0 - su.u_outline_width, rim);
+ result = lerp(result, su.u_outline_color, outlineMask);
}
return float4(result, 1.0);