// Copyright 2020 Google LLC Texture2D textureColorMap : register(t1); SamplerState samplerColorMap : register(s1); struct VSOutput { [[vk::location(0)]] float3 Normal : NORMAL0; [[vk::location(1)]] float3 Color : COLOR0; [[vk::location(2)]] float2 UV : TEXCOORD0; [[vk::location(3)]] float3 ViewVec : TEXCOORD1; [[vk::location(4)]] float3 LightVec : TEXCOORD2; }; float4 main(VSOutput input) : SV_TARGET { // Desaturate color float3 color = float3(lerp(input.Color, dot(float3(0.2126,0.7152,0.0722), input.Color).xxx, 0.65)); // High ambient colors because mesh materials are pretty dark float3 ambient = color * float3(1.0, 1.0, 1.0); float3 N = normalize(input.Normal); float3 L = normalize(input.LightVec); float3 V = normalize(input.ViewVec); float3 R = reflect(-L, N); float3 diffuse = max(dot(N, L), 0.0) * color; float3 specular = pow(max(dot(R, V), 0.0), 16.0) * float3(0.75, 0.75, 0.75); float intensity = dot(N,L); float shade = 1.0; shade = intensity < 0.5 ? 0.75 : shade; shade = intensity < 0.35 ? 0.6 : shade; shade = intensity < 0.25 ? 0.5 : shade; shade = intensity < 0.1 ? 0.25 : shade; return float4(input.Color * 3.0 * shade, 1); }