Moved shaders to new directory
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// Copyright 2020 Google LLC
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Texture2D textureColor : register(t1);
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SamplerState samplers[3] : register(s2);
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struct UBO
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{
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float4x4 projection;
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float4x4 view;
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float4x4 model;
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float4 viewPos;
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float lodBias;
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int samplerIndex;
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};
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cbuffer ubo : register(b0) { UBO ubo; }
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struct VSOutput
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{
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[[vk::location(0)]] float2 UV : TEXCOORD0;
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[[vk::location(1)]] float LodBias : TEXCOORD3;
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[[vk::location(2)]] float3 Normal : NORMAL0;
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[[vk::location(3)]] float3 ViewVec : TEXCOORD1;
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[[vk::location(4)]] 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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float4 color = textureColor.Sample(samplers[ubo.samplerIndex], input.UV, int2(0, 0), input.LodBias);
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float3 N = normalize(input.Normal);
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float3 L = normalize(input.LightVec);
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float3 V = normalize(input.ViewVec);
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float3 R = reflect(L, N);
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float3 diffuse = max(dot(N, L), 0.65) * float3(1.0, 1.0, 1.0);
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float specular = pow(max(dot(R, V), 0.0), 16.0) * color.a;
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return float4(diffuse * color.rgb + specular, 1.0);
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}
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