// Copyright 2020 Google LLC Texture2D textureColor : register(t1); SamplerState samplerColor : register(s1); struct VSOutput { [[vk::location(0)]] float2 UV : TEXCOORD0; [[vk::location(1)]] float LodBias : TEXCOORD3; [[vk::location(2)]] float3 Normal : NORMAL0; [[vk::location(3)]] float3 ViewVec : TEXCOORD1; [[vk::location(4)]] float3 LightVec : TEXCOORD2; }; float4 main(VSOutput input) : SV_TARGET { float4 color = float4(0.0, 0.0, 0.0, 0.0); // Fetch sparse until we get a valid texel uint status; float minLod = input.LodBias; do { color = textureColor.SampleLevel(samplerColor, input.UV, minLod, 0, status); minLod += 1.0f; } while(!CheckAccessFullyMapped(status)); float3 N = normalize(input.Normal); N = normalize((input.Normal - 0.5) * 2.0); float3 L = normalize(input.LightVec); float3 R = reflect(-L, N); float3 diffuse = max(dot(N, L), 0.25) * color.rgb; return float4(diffuse, 1.0); }