Fix hlsl pixel shader in multisampling demo
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0dc33496df
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2 changed files with 3 additions and 3 deletions
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@ -1,7 +1,7 @@
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// Copyright 2020 Google LLC
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// Copyright 2020 Google LLC
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Texture2D textureColorMap : register(t1);
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Texture2D textureColorMap : register(t0, space1);
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SamplerState samplerColorMap : register(s1);
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SamplerState samplerColorMap : register(s0, space1);
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struct VSOutput
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struct VSOutput
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{
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{
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@ -20,7 +20,7 @@ float4 main(VSOutput input) : SV_TARGET
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float3 L = normalize(input.LightVec);
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float3 L = normalize(input.LightVec);
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float3 V = normalize(input.ViewVec);
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float3 V = normalize(input.ViewVec);
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float3 R = reflect(-L, N);
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float3 R = reflect(-L, N);
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float3 diffuse = max(dot(N, L), 0.0) * input.Color;
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float3 diffuse = max(dot(N, L), 0.15) * input.Color;
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float3 specular = pow(max(dot(R, V), 0.0), 16.0) * float3(0.75, 0.75, 0.75);
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float3 specular = pow(max(dot(R, V), 0.0), 16.0) * float3(0.75, 0.75, 0.75);
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return float4(diffuse * color.rgb + specular, 1.0);
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return float4(diffuse * color.rgb + specular, 1.0);
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}
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}
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