26 lines
No EOL
804 B
GLSL
26 lines
No EOL
804 B
GLSL
// Copyright 2020 Google LLC
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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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};
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float4 main(VSOutput input) : SV_TARGET
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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(0.1, 0.1, 0.1, 1.0);
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float4 IDiffuse = max(dot(input.Normal, input.LightVec), 0.0).xxxx;
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float specular = 0.75;
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float4 ISpecular = float4(0.0, 0.0, 0.0, 0.0);
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if (dot(input.EyePos, input.Normal) < 0.0)
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{
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ISpecular = float4(0.5, 0.5, 0.5, 1.0) * pow(max(dot(Reflected, Eye), 0.0), 16.0) * specular;
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}
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return float4((IAmbient + IDiffuse) * float4(input.Color, 1.0) + ISpecular);
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} |