procedural-3d-engine/shaders/hlsl/computecullandlod/indirectdraw.frag

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// Copyright 2020 Google LLC
struct VSOutput
{
[[vk::location(0)]] float3 Normal : NORMAL0;
[[vk::location(1)]] float3 Color : COLOR0;
[[vk::location(2)]] float3 ViewVec : TEXCOORD1;
[[vk::location(3)]] float3 LightVec : TEXCOORD2;
};
float4 main(VSOutput input) : SV_TARGET
{
float3 N = normalize(input.Normal);
float3 L = normalize(input.LightVec);
float3 ambient = float3(0.25, 0.25, 0.25);
float3 diffuse = max(dot(N, L), 0.0).xxx;
return float4((ambient + diffuse) * input.Color, 1.0);
}