procedural-3d-engine/shaders/hlsl/texture3d/texture3d.frag

27 lines
788 B
GLSL
Raw Normal View History

// Copyright 2020 Google LLC
Texture3D textureColor : register(t1);
SamplerState samplerColor : register(s1);
struct VSOutput
{
[[vk::location(0)]] float3 UV : TEXCOORD0;
[[vk::location(1)]] float LodBias : TEXCOORD3;
[[vk::location(2)]] float3 Normal : NORMAL0;
[[vk::location(3)]] float3 ViewVec : TEXCOORD1;
[[vk::location(4)]] float3 LightVec : TEXCOORD2;
};
float4 main(VSOutput input) : SV_TARGET
{
float4 color = textureColor.Sample(samplerColor, input.UV);
float3 N = normalize(input.Normal);
float3 L = normalize(input.LightVec);
float3 V = normalize(input.ViewVec);
float3 R = reflect(-L, N);
float3 diffuse = max(dot(N, L), 0.0) * float3(1.0, 1.0, 1.0);
float specular = pow(max(dot(R, V), 0.0), 16.0) * color.r;
return float4(diffuse * color.r + specular, 1.0);
}