// Copyright 2020 Google LLC Texture2D colorMapTexture : register(t1); SamplerState colorMapSampler : register(s1); struct VSOutput { [[vk::location(0)]] float3 Normal : NORMAL0; [[vk::location(1)]] float2 UV : TEXCOORD0; [[vk::location(2)]] float3 Color : COLOR0; [[vk::location(3)]] float3 ViewVec : TEXCOORD1; [[vk::location(4)]] float3 LightVec : TEXCOORD2; }; float4 main(VSOutput input) : SV_TARGET { float3 ambient = float3(0.0f, 0.0f, 0.0f); // Adjust light calculations for glow color if ((input.Color.r >= 0.9) || (input.Color.g >= 0.9) || (input.Color.b >= 0.9)) { ambient = input.Color * 0.25; } 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) * input.Color; float3 specular = pow(max(dot(R, V), 0.0), 8.0) * float3(0.75f, 0.75f, 0.75f); return float4(ambient + diffuse + specular, 1.0); }