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

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// Copyright 2020 Google LLC
// Copyright 2023 Sascha Willems
Texture2D textureColorMap : register(t1);
SamplerState samplerColorMap : register(s1);
struct DSOutput
{
[[vk::location(0)]] float3 Normal : NORMAL0;
[[vk::location(1)]] float2 UV : TEXCOORD0;
[[vk::location(2)]] float3 EyePos : POSITION0;
[[vk::location(3)]] float3 LightVec : TEXCOORD2;
};
float4 main(DSOutput input) : SV_TARGET
{
float3 N = normalize(input.Normal);
float3 L = normalize(float3(1.0, 1.0, 1.0));
float3 Eye = normalize(-input.EyePos);
float3 Reflected = normalize(reflect(-input.LightVec, input.Normal));
float4 IAmbient = float4(0.0, 0.0, 0.0, 1.0);
float4 IDiffuse = float4(1.0, 1.0, 1.0, 1.0) * max(dot(input.Normal, input.LightVec), 0.0);
return float4((IAmbient + IDiffuse) * float4(textureColorMap.Sample(samplerColorMap, input.UV).rgb, 1.0));
}