procedural-3d-engine/data/hlsl/indirectdraw/indirectdraw.frag
Ben Clayton cce75f1859 Add shaders re-implemented in HLSL
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.
2020-05-21 12:58:13 +01:00

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739 B
GLSL

// Copyright 2020 Google LLC
Texture2DArray textureArray : register(t1);
SamplerState samplerArray : register(s1);
struct VSOutput
{
[[vk::location(0)]] float3 Normal : NORMAL0;
[[vk::location(1)]] float3 Color : COLOR0;
[[vk::location(2)]] float3 UV : TEXCOORD0;
[[vk::location(3)]] float3 ViewVec : TEXCOORD1;
[[vk::location(4)]] float3 LightVec : TEXCOORD2;
};
float4 main(VSOutput input) : SV_TARGET
{
float4 color = textureArray.Sample(samplerArray, input.UV);
if (color.a < 0.5)
{
clip(-1);
}
float3 N = normalize(input.Normal);
float3 L = normalize(input.LightVec);
float3 ambient = float3(0.65, 0.65, 0.65);
float3 diffuse = max(dot(N, L), 0.0) * input.Color;
return float4((ambient + diffuse) * color.rgb, 1.0);
}