Do alot of stuff

This commit is contained in:
2024-12-26 21:09:52 +01:00
parent 9f90739b90
commit 033909656a
151 changed files with 599059 additions and 157 deletions

View File

@@ -15,7 +15,7 @@ float3 gCameraPosition : CameraPosition;
bool gUseNormal : UseNormal;
static const float3 gAmbient = float3(.03f, .03f, .03f);
static const float3 gAmbient = float3(.025f, .025f, .025f);
static const float gLightIntensity = 7.f;
static const float PI = 3.14159f;
static const float gSpecularReflectance = 1.f;
@@ -61,6 +61,7 @@ VS_OUTPUT VS(VS_INPUT input){
return output;
}
float3 Phong(float ks, float exp, float3 l, float3 v, float3 n)
{
float3 reflected = reflect(l, n);
@@ -92,8 +93,8 @@ float3 Shade(VS_OUTPUT input)
float3x3 tangentSpaceAxis = float3x3(input.Tangent, binormal, input.Normal);
// Sample and transform normal map
normal = float3(2.f * normalSample.x - 1.f,
2.f * normalSample.y - 1.f,
normal = float3(2.f * normalSample.x - 1.f,
2.f * normalSample.y - 1.f,
2.f * normalSample.z - 1.f);
normal = mul(normal, tangentSpaceAxis);
}
@@ -110,15 +111,15 @@ float3 Shade(VS_OUTPUT input)
float3 observedArea = float3(cosAngle, cosAngle, cosAngle);
// Combine lighting components
float3 color = saturate(diffuse * observedArea + specular + gAmbient * cosAngle);
float3 color = saturate((diffuse + specular + gAmbient) * observedArea);
return color;
}
float4 PS(VS_OUTPUT input) : SV_TARGET{
float4 PS(VS_OUTPUT input) : SV_TARGET {
return float4(Shade(input), 1.f);
}
DepthStencilState gDepthStencilState
{
//enable
@@ -133,6 +134,7 @@ DepthStencilState gDepthStencilState
technique11 DefaultTechnique{
pass P0 {
SetDepthStencilState(gDepthStencilState, 0);
SetRasterizerState(gRasterizerState);
SetVertexShader( CompileShader( vs_5_0, VS() ) );
SetGeometryShader( NULL );
SetPixelShader( CompileShader( ps_5_0, PS() ) );