// 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)]] float3 ViewVec : TEXCOORD1; [[vk::location(3)]] float3 LightVec : TEXCOORD2; }; float4 main(VSOutput input) : SV_TARGET { // Desaturate color float3 color = 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), 32.0) * float3(0.35, 0.35, 0.35); return float4(ambient + diffuse * 1.75 + specular, 1.0); }