procedural-3d-engine/shaders/hlsl/offscreen/phong.frag
2023-05-09 21:03:02 +02:00

26 lines
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804 B
GLSL

// Copyright 2020 Google LLC
struct VSOutput
{
[[vk::location(0)]] float3 Normal : NORMAL0;
[[vk::location(1)]] float3 Color : COLOR0;
[[vk::location(2)]] float3 EyePos : POSITION0;
[[vk::location(3)]] float3 LightVec : TEXCOORD2;
};
float4 main(VSOutput input) : SV_TARGET
{
float3 Eye = normalize(-input.EyePos);
float3 Reflected = normalize(reflect(-input.LightVec, input.Normal));
float4 IAmbient = float4(0.1, 0.1, 0.1, 1.0);
float4 IDiffuse = max(dot(input.Normal, input.LightVec), 0.0).xxxx;
float specular = 0.75;
float4 ISpecular = float4(0.0, 0.0, 0.0, 0.0);
if (dot(input.EyePos, input.Normal) < 0.0)
{
ISpecular = float4(0.5, 0.5, 0.5, 1.0) * pow(max(dot(Reflected, Eye), 0.0), 16.0) * specular;
}
return float4((IAmbient + IDiffuse) * float4(input.Color, 1.0) + ISpecular);
}