// Copyright 2020 Google LLC Texture2D textureColorMap : register(t0, space1); SamplerState samplerColorMap : register(s0, space1); struct DSOutput { [[vk::location(0)]] float3 Normal : NORMAL0; [[vk::location(1)]] float2 UV : TEXCOORD0; }; float4 main(DSOutput input) : SV_TARGET { float3 N = normalize(input.Normal); float3 L = normalize(float3(0.0, -4.0, 4.0)); float4 color = textureColorMap.Sample(samplerColorMap, input.UV); return float4(clamp(max(dot(N,L), 0.0), 0.2, 1.0) * color.rgb * 1.5, 1); }