procedural-3d-engine/shaders/hlsl/debugutils/toon.frag

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1.1 KiB
GLSL

// Copyright 2020 Google LLC
Texture2D textureColorMap : register(t1);
SamplerState samplerColorMap : register(s1);
struct VSOutput
{
[[vk::location(0)]] float3 Normal : NORMAL0;
[[vk::location(1)]] float3 Color : COLOR0;
[[vk::location(2)]] float2 UV : TEXCOORD0;
[[vk::location(3)]] float3 ViewVec : TEXCOORD1;
[[vk::location(4)]] float3 LightVec : TEXCOORD2;
};
float4 main(VSOutput input) : SV_TARGET
{
// Desaturate color
float3 color = float3(lerp(input.Color, dot(float3(0.2126,0.7152,0.0722), input.Color).xxx, 0.65));
// High ambient colors because mesh materials are pretty dark
float3 ambient = color * float3(1.0, 1.0, 1.0);
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) * color;
float3 specular = pow(max(dot(R, V), 0.0), 16.0) * float3(0.75, 0.75, 0.75);
float intensity = dot(N,L);
float shade = 1.0;
shade = intensity < 0.5 ? 0.75 : shade;
shade = intensity < 0.35 ? 0.6 : shade;
shade = intensity < 0.25 ? 0.5 : shade;
shade = intensity < 0.1 ? 0.25 : shade;
return float4(input.Color * 3.0 * shade, 1);
}