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

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994 B
GLSL

// Copyright 2020 Google LLC
Texture2D textureColor : register(t1);
SamplerState samplers[3] : register(s2);
struct UBO
{
float4x4 projection;
float4x4 view;
float4x4 model;
float4 viewPos;
float lodBias;
int samplerIndex;
};
cbuffer ubo : register(b0) { UBO ubo; }
struct VSOutput
{
[[vk::location(0)]] float2 UV : TEXCOORD0;
[[vk::location(1)]] float LodBias : TEXCOORD3;
[[vk::location(2)]] float3 Normal : NORMAL0;
[[vk::location(3)]] float3 ViewVec : TEXCOORD1;
[[vk::location(4)]] float3 LightVec : TEXCOORD2;
};
float4 main(VSOutput input) : SV_TARGET
{
float4 color = textureColor.Sample(samplers[ubo.samplerIndex], input.UV, int2(0, 0), input.LodBias);
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), 0.65) * float3(1.0, 1.0, 1.0);
float specular = pow(max(dot(R, V), 0.0), 16.0) * color.a;
return float4(diffuse * color.rgb + specular, 1.0);
}