// Copyright 2020 Google LLC struct VSOutput { [[vk::location(0)]] float3 Normal : NORMAL0; [[vk::location(1)]] float2 UV : TEXCOORD0; [[vk::location(2)]] float3 ViewVec : TEXCOORD1; [[vk::location(3)]] float3 LightVec : TEXCOORD2; }; float4 main(VSOutput input) : SV_TARGET { float3 N = normalize(input.Normal); float3 L = normalize(input.LightVec); float3 V = normalize(input.ViewVec); float3 R = reflect(-L, N); float diffuse = max(dot(N, L), 0.0); float specular = pow(max(dot(R, V), 0.0), 1.0); return float4(((diffuse + specular) * 0.25).xxx, 1.0); }