// Copyright 2020 Google LLC Texture2D textureColorMap : register(t2); SamplerState samplerColorMap : register(s2); struct DSOutput { [[vk::location(0)]] float3 Normal : NORMAL0; [[vk::location(1)]] float2 UV : TEXCOORD0; [[vk::location(2)]] float3 EyePos : POSITION0; [[vk::location(3)]] float3 LightVec : TEXCOORD2; }; float4 main(DSOutput input) : SV_TARGET { float3 N = normalize(input.Normal); float3 L = normalize(float3(1.0, 1.0, 1.0)); float3 Eye = normalize(-input.EyePos); float3 Reflected = normalize(reflect(-input.LightVec, input.Normal)); float4 IAmbient = float4(0.0, 0.0, 0.0, 1.0); float4 IDiffuse = float4(1.0, 1.0, 1.0, 1.0) * max(dot(input.Normal, input.LightVec), 0.0); return float4((IAmbient + IDiffuse) * float4(textureColorMap.Sample(samplerColorMap, input.UV).rgb, 1.0)); }