24 lines
752 B
GLSL
24 lines
752 B
GLSL
// Copyright 2020 Google LLC
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Texture2D textureColor : register(t1);
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SamplerState samplerColor : register(s1);
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struct VSOutput
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{
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[[vk::location(0)]]float2 UV : TEXCOORD0;
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[[vk::location(1)]]float3 Normal : NORMAL0;
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[[vk::location(2)]]float3 ViewVec : TEXCOORD1;
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[[vk::location(3)]]float3 LightVec : TEXCOORD2;
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};
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float4 main (VSOutput input) : SV_TARGET
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{
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float3 color = textureColor.Sample(samplerColor, input.UV).rgb;
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float3 N = normalize(input.Normal);
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float3 L = normalize(input.LightVec);
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float3 V = normalize(input.ViewVec);
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float3 R = reflect(-L, N);
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float3 diffuse = max(dot(N, L), 0.15) * float3(1, 1, 1);
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float3 specular = pow(max(dot(R, V), 0.0), 8.0) * float3(0.2, 0.2, 0.2);
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return float4(diffuse * color.rgb + specular, 1.0);
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}
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