// Copyright 2020 Google LLC Texture2D textureGradientRamp : register(t1); SamplerState samplerGradientRamp : register(s1); struct VSOutput { [[vk::location(0)]] float3 Normal : NORMAL0; [[vk::location(1)]] float3 Color : COLOR0; [[vk::location(2)]] float3 EyePos : POSITION0; [[vk::location(3)]] float3 LightVec : TEXCOORD2; [[vk::location(4)]] float2 UV : TEXCOORD0; }; float4 main(VSOutput input) : SV_TARGET { // No light calculations for glow color // Use max. color channel value // to detect bright glow emitters if ((input.Color.r >= 0.9) || (input.Color.g >= 0.9) || (input.Color.b >= 0.9)) { return float4(textureGradientRamp.Sample(samplerGradientRamp, input.UV).rgb, 1); } else { float3 Eye = normalize(-input.EyePos); float3 Reflected = normalize(reflect(-input.LightVec, input.Normal)); float4 IAmbient = float4(0.2, 0.2, 0.2, 1.0); float4 IDiffuse = float4(0.5, 0.5, 0.5, 0.5) * max(dot(input.Normal, input.LightVec), 0.0); float specular = 0.25; float4 ISpecular = float4(0.5, 0.5, 0.5, 1.0) * pow(max(dot(Reflected, Eye), 0.0), 4.0) * specular; return float4((IAmbient + IDiffuse) * float4(input.Color, 1.0) + ISpecular); } }