// Copyright 2020 Google LLC 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; }; float4 main(VSOutput input) : SV_TARGET { float3 Eye = normalize(-input.EyePos); float3 Reflected = normalize(reflect(-input.LightVec, input.Normal)); float4 IAmbient = float4(0.1, 0.1, 0.1, 1.0); float4 IDiffuse = max(dot(input.Normal, input.LightVec), 0.0).xxxx; float specular = 0.75; float4 ISpecular = float4(0.0, 0.0, 0.0, 0.0); if (dot(input.EyePos, input.Normal) < 0.0) { ISpecular = float4(0.5, 0.5, 0.5, 1.0) * pow(max(dot(Reflected, Eye), 0.0), 16.0) * specular; } return float4((IAmbient + IDiffuse) * float4(input.Color, 1.0) + ISpecular); }