// Copyright 2020 Google LLC TextureCubeArray textureCubeMapArray : register(t1); SamplerState samplerCubeMapArray : register(s1); struct UBO { float4x4 projection; float4x4 model; float4x4 invModel; float lodBias; int cubeMapIndex; }; cbuffer ubo : register(b0) { UBO ubo; } struct VSOutput { [[vk::location(0)]] float3 Pos : POSITION0; [[vk::location(1)]] float3 Normal : NORMAL0; [[vk::location(2)]] float LodBias : TEXCOORD3; [[vk::location(3)]] float3 ViewVec : TEXCOORD1; [[vk::location(4)]] float3 LightVec : TEXCOORD2; }; float4 main(VSOutput input) : SV_TARGET { float3 cI = normalize (input.Pos); float3 cR = reflect (cI, normalize(input.Normal)); cR = mul(ubo.invModel, float4(cR, 0.0)).xyz; cR *= float3(1.0, -1.0, -1.0); float4 color = textureCubeMapArray.SampleLevel(samplerCubeMapArray, float4(cR, ubo.cubeMapIndex), input.LodBias); float3 N = normalize(input.Normal); float3 L = normalize(input.LightVec); float3 V = normalize(input.ViewVec); float3 R = reflect(-L, N); float3 ambient = float3(0.5, 0.5, 0.5) * color.rgb; float3 diffuse = max(dot(N, L), 0.0) * float3(1.0, 1.0, 1.0); float3 specular = pow(max(dot(R, V), 0.0), 16.0) * float3(0.5, 0.5, 0.5); return float4(ambient + diffuse * color.rgb + specular, 1.0); }