// Copyright 2020 Google LLC Texture2D tex : register(t1); SamplerState samp : register(s1); struct VSOutput { [[vk::location(0)]] float2 UV : TEXCOORD0; [[vk::location(1)]] float3 Normal : NORMAL0; [[vk::location(2)]] float3 Color : COLOR0; [[vk::location(3)]] float3 EyePos : POSITION0; [[vk::location(4)]] float3 LightVec : TEXCOORD2; }; float specpart(float3 L, float3 N, float3 H) { if (dot(N, L) > 0.0) { return pow(clamp(dot(H, N), 0.0, 1.0), 64.0); } return 0.0; } float4 main(VSOutput input) : SV_TARGET { float3 Eye = normalize(-input.EyePos); float3 Reflected = normalize(reflect(-input.LightVec, input.Normal)); float3 halfVec = normalize(input.LightVec + input.EyePos); float diff = clamp(dot(input.LightVec, input.Normal), 0.0, 1.0); float spec = specpart(input.LightVec, input.Normal, halfVec); float intensity = 0.1 + diff + spec; float4 IAmbient = float4(0.2, 0.2, 0.2, 1.0); float4 IDiffuse = float4(0.5, 0.5, 0.5, 0.5) * max(dot(input.Normal, input.LightVec), 0.0); float shininess = 0.75; float4 ISpecular = float4(0.5, 0.5, 0.5, 1.0) * pow(max(dot(Reflected, Eye), 0.0), 2.0) * shininess; float4 outFragColor = float4((IAmbient + IDiffuse) * float4(input.Color, 1.0) + ISpecular); // Some manual saturation if (intensity > 0.95) outFragColor *= 2.25; if (intensity < 0.15) outFragColor = float4(0.1, 0.1, 0.1, 0.1); return outFragColor; }