procedural-3d-engine/data/shaders/hlsl/indirectdraw/ground.frag

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// Copyright 2020 Google LLC
Texture2D textureColor : register(t2);
SamplerState samplerColor : register(s2);
struct VSOutput
{
[[vk::location(0)]] float3 Normal : NORMAL0;
[[vk::location(1)]] float3 Color : COLOR0;
[[vk::location(2)]] float2 UV : TEXCOORD0;
[[vk::location(3)]] float3 ViewVec : TEXCOORD1;
[[vk::location(4)]] float3 LightVec : TEXCOORD2;
};
float4 main(VSOutput input) : SV_TARGET
{
// Last array layer is terrain tex
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 ambient = float3(0.65, 0.65, 0.65);
float3 diffuse = max(dot(N, L), 0.0) * input.Color;
float3 specular = pow(max(dot(R, V), 0.0), 16.0) * float3(0.1, 0.1, 0.1);
return float4((ambient + diffuse) * color.rgb + specular, 1.0);
}