// Copyright 2020 Google LLC Texture2DArray matCapTexture : register(t1); SamplerState matCapSampler : register(s1); struct VSOutput { [[vk::location(0)]] float3 Color : COLOR0; [[vk::location(1)]] float3 EyePos : POSITION0; [[vk::location(2)]] float3 Normal : NORMAL0; [[vk::location(3)]] int TexIndex : TEXCOORD1; }; float4 main(VSOutput input) : SV_TARGET { float3 r = reflect( input.EyePos, input.Normal ); float3 r2 = float3( r.x, r.y, r.z + 1.0 ); float m = 2.0 * length( r2 ); float2 vN = r.xy / m + .5; return float4( matCapTexture.Sample( matCapSampler, float3(vN, input.TexIndex)).rgb * (clamp(input.Color.r * 2, 0.0, 1.0)), 1.0 ); }