procedural-3d-engine/shaders/hlsl/tessellation/base.frag

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// Copyright 2020 Google LLC
2024-01-14 10:24:55 +01:00
Texture2D textureColorMap : register(t0, space1);
SamplerState samplerColorMap : register(s0, space1);
struct DSOutput
{
[[vk::location(0)]] float3 Normal : NORMAL0;
[[vk::location(1)]] float2 UV : TEXCOORD0;
};
float4 main(DSOutput input) : SV_TARGET
{
float3 N = normalize(input.Normal);
float3 L = normalize(float3(0.0, -4.0, 4.0));
float4 color = textureColorMap.Sample(samplerColorMap, input.UV);
return float4(clamp(max(dot(N,L), 0.0), 0.2, 1.0) * color.rgb * 1.5, 1);
}