From 8791a887624ba6503a8dca1d50bb0b990c2b2b9c Mon Sep 17 00:00:00 2001 From: hachem Date: Thu, 20 Aug 2026 02:59:35 +0200 Subject: [chore]: delete dirs --- Assets/Shaders/Sphere.slang | 67 --------------------------------------------- 1 file changed, 67 deletions(-) delete mode 100644 Assets/Shaders/Sphere.slang (limited to 'Assets/Shaders/Sphere.slang') 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); -} -- cgit v1.3