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

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736 B
GLSL

// Copyright 2020 Google LLC
struct VSOutput
{
[[vk::location(0)]] float3 Normal : NORMAL0;
[[vk::location(1)]] float3 Color : COLOR0;
[[vk::location(2)]] float Visible : TEXCOORD3;
[[vk::location(3)]] float3 ViewVec : TEXCOORD1;
[[vk::location(4)]] float3 LightVec : TEXCOORD2;
};
float4 main(VSOutput input) : SV_TARGET
{
if (input.Visible > 0.0)
{
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(0.75, 0.75, 0.75);
return float4(diffuse + specular, 1.0);
}
else
{
return float4(float3(0.1, 0.1, 0.1), 1.0);
}
}