// Copyright 2020 Google LLC Texture2D textureColorMap : register(t0, space1); SamplerState samplerColorMap : register(s0, space1); Texture2D textureNormalMap : register(t1, space1); SamplerState samplerNormalMap : register(s1, space1); [[vk::constant_id(0)]] const bool ALPHA_MASK = false; [[vk::constant_id(1)]] const float ALPHA_MASK_CUTOFF = 0.0; struct VSOutput { [[vk::location(0)]] float3 Normal : NORMAL0; [[vk::location(1)]] float3 Color : COLOR0; [[vk::location(2)]] float2 UV : TEXCOORD0; [[vk::location(3)]] float3 ViewVec : TEXCOORD1; [[vk::location(4)]] float3 LightVec : TEXCOORD2; [[vk::location(5)]] float4 Tangent : TEXCOORD3; }; float4 main(VSOutput input) : SV_TARGET { float4 color = textureColorMap.Sample(samplerColorMap, input.UV) * float4(input.Color, 1.0); if (ALPHA_MASK) { if (color.a < ALPHA_MASK_CUTOFF) { discard; } } float3 N = normalize(input.Normal); float3 T = normalize(input.Tangent.xyz); float3 B = cross(input.Normal, input.Tangent.xyz) * input.Tangent.w; float3x3 TBN = float3x3(T, B, N); N = mul(normalize(textureNormalMap.Sample(samplerNormalMap, input.UV).xyz * 2.0 - float3(1.0, 1.0, 1.0)), TBN); const float ambient = 0.1; float3 L = normalize(input.LightVec); float3 V = normalize(input.ViewVec); float3 R = reflect(-L, N); float3 diffuse = max(dot(N, L), ambient).rrr; float3 specular = pow(max(dot(R, V), 0.0), 32.0); return float4(diffuse * color.rgb + specular, color.a); }