35 lines
No EOL
1.1 KiB
GLSL
35 lines
No EOL
1.1 KiB
GLSL
// Copyright 2020 Google LLC
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Texture2D textureGradientRamp : register(t1);
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SamplerState samplerGradientRamp : register(s1);
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struct VSOutput
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{
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[[vk::location(0)]] float3 Normal : NORMAL0;
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[[vk::location(1)]] float3 Color : COLOR0;
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[[vk::location(2)]] float3 EyePos : POSITION0;
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[[vk::location(3)]] float3 LightVec : TEXCOORD2;
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[[vk::location(4)]] float2 UV : TEXCOORD0;
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};
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float4 main(VSOutput input) : SV_TARGET
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{
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// No light calculations for glow color
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// Use max. color channel value
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// to detect bright glow emitters
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if ((input.Color.r >= 0.9) || (input.Color.g >= 0.9) || (input.Color.b >= 0.9))
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{
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return float4(textureGradientRamp.Sample(samplerGradientRamp, input.UV).rgb, 1);
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}
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else
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{
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float3 Eye = normalize(-input.EyePos);
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float3 Reflected = normalize(reflect(-input.LightVec, input.Normal));
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float4 IAmbient = float4(0.2, 0.2, 0.2, 1.0);
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float4 IDiffuse = float4(0.5, 0.5, 0.5, 0.5) * max(dot(input.Normal, input.LightVec), 0.0);
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float specular = 0.25;
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float4 ISpecular = float4(0.5, 0.5, 0.5, 1.0) * pow(max(dot(Reflected, Eye), 0.0), 4.0) * specular;
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return float4((IAmbient + IDiffuse) * float4(input.Color, 1.0) + ISpecular);
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}
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} |