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-rw-r--r--Assets/Shaders/Sphere.slang67
1 files changed, 0 insertions, 67 deletions
diff --git a/Assets/Shaders/Sphere.slang b/Assets/Shaders/Sphere.slang
deleted file mode 100644
index 0871438..0000000
--- a/Assets/Shaders/Sphere.slang
+++ /dev/null
@@ -1,67 +0,0 @@
-uniform float4x4 u_ViewProjection;
-uniform float4x4 u_Transform;
-
-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(u_Transform, float4(input.position, 1.0)).xyz;
- float3x3 normalMatrix = (float3x3)u_Transform;
- output.normal = mul(normalMatrix, input.normal);
- output.position = mul(u_ViewProjection, float4(output.worldPos, 1.0));
- return output;
-}
-
-uniform float3 u_Color;
-uniform float u_Specular;
-uniform float u_Emission;
-uniform float3 u_LightPos;
-uniform float3 u_CameraPos;
-uniform int u_IsSelected;
-uniform float3 u_OutlineColor;
-uniform float u_OutlineWidth;
-SamplerCube u_HDRIEnvironment;
-
-[shader("fragment")]
-float4 fragmentMain(VSOutput input) : SV_Target
-{
- float3 normal = normalize(input.normal);
- float3 lightDir = normalize(u_LightPos - input.worldPos);
- float3 viewDir = normalize(u_CameraPos - input.worldPos);
- float3 reflectDir = reflect(-lightDir, normal);
-
- float3 hdriLight = u_HDRIEnvironment.Sample(normal).rgb;
- float hdriIntensity = 0.3;
-
- float diff = max(dot(normal, lightDir), 0.0);
- float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32.0);
-
- float3 diffuse = u_Color * (diff + hdriIntensity * hdriLight);
- float3 specular = float3(u_Specular, u_Specular, u_Specular) * spec;
- float3 emission = u_Color * u_Emission;
-
- float3 result = diffuse + specular + emission;
-
- if (u_IsSelected > 0)
- {
- float ndotv = max(dot(normal, viewDir), 0.0);
- float rim = 1.0 - ndotv;
- float outlineMask = step(1.0 - u_OutlineWidth, rim);
- result = lerp(result, u_OutlineColor, outlineMask);
- }
-
- return float4(result, 1.0);
-}