// Copyright 2020 Google LLC Texture2D textureColor : register(t1); SamplerState samplerColor : register(s1); struct VSOutput { [[vk::location(0)]]float2 UV : TEXCOORD0; [[vk::location(1)]]float3 Normal : NORMAL0; [[vk::location(2)]]float3 ViewVec : TEXCOORD1; [[vk::location(3)]]float3 LightVec : TEXCOORD2; }; float4 main (VSOutput input) : SV_TARGET { float3 color = textureColor.Sample(samplerColor, input.UV).rgb; float3 N = normalize(input.Normal); float3 L = normalize(input.LightVec); float3 V = normalize(input.ViewVec); float3 R = reflect(-L, N); float3 diffuse = max(dot(N, L), 0.15) * float3(1, 1, 1); float3 specular = pow(max(dot(R, V), 0.0), 8.0) * float3(0.2, 0.2, 0.2); return float4(diffuse * color.rgb + specular, 1.0); }