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

20 lines
No EOL
565 B
GLSL

// Copyright 2020 Google LLC
struct VSOutput
{
[[vk::location(0)]] float3 Normal : NORMAL0;
[[vk::location(1)]] float2 UV : TEXCOORD0;
[[vk::location(2)]] float3 ViewVec : TEXCOORD1;
[[vk::location(3)]] float3 LightVec : TEXCOORD2;
};
float4 main(VSOutput input) : SV_TARGET
{
float3 N = normalize(input.Normal);
float3 L = normalize(input.LightVec);
float3 V = normalize(input.ViewVec);
float3 R = reflect(-L, N);
float diffuse = max(dot(N, L), 0.0);
float specular = pow(max(dot(R, V), 0.0), 1.0);
return float4(((diffuse + specular) * 0.25).xxx, 1.0);
}