These were written against the shaders at revision eddd724e7.
There have been changes made since then, which will need to be mirrored.
See `data/hlsl/README.md` for the current status of each sample.
21 lines
No EOL
675 B
GLSL
21 lines
No EOL
675 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 ViewVec : TEXCOORD1;
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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 N = normalize(input.Normal);
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float3 L = normalize(input.LightVec);
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float3 V = normalize(input.ViewVec);
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float3 R = reflect(-L, N);
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float3 ambient = float3(0.1, 0.1, 0.1);
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float3 diffuse = max(dot(N, L), 0.0) * float3(1.0, 1.0, 1.0);
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float3 specular = pow(max(dot(R, V), 0.0), 16.0) * float3(0.75, 0.75, 0.75);
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return float4((ambient + diffuse) * input.Color.rgb + specular, 1.0);
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} |