Moved shaders to new directory
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// Copyright 2020 Google LLC
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Texture2D textureColorMap : register(t1);
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SamplerState samplerColorMap : register(s1);
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struct VSOutput
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{
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[[vk::location(0)]] float3 Normal : NORMAL0;
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[[vk::location(1)]] float3 Color : COLOR0;
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[[vk::location(2)]] float3 LightVec : TEXCOORD2;
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};
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float4 main(VSOutput input) : SV_TARGET
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{
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float3 color;
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float3 N = normalize(input.Normal);
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float3 L = normalize(input.LightVec);
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float intensity = dot(N,L);
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if (intensity > 0.98)
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color = input.Color * 1.5;
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else if (intensity > 0.9)
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color = input.Color * 1.0;
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else if (intensity > 0.5)
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color = input.Color * 0.6;
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else if (intensity > 0.25)
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color = input.Color * 0.4;
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else
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color = input.Color * 0.2;
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// Desaturate a bit
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color = lerp(color, dot(float3(0.2126,0.7152,0.0722), color).xxx, 0.1);
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return float4(color, 1);
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}
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