procedural-3d-engine/data/hlsl/tessellation/base.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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499 B
GLSL

// Copyright 2020 Google LLC
Texture2D textureColorMap : register(t2);
SamplerState samplerColorMap : register(s2);
struct DSOutput
{
[[vk::location(0)]] float3 Normal : NORMAL0;
[[vk::location(1)]] float2 UV : TEXCOORD0;
};
float4 main(DSOutput input) : SV_TARGET
{
float3 N = normalize(input.Normal);
float3 L = normalize(float3(0.0, -4.0, 4.0));
float4 color = textureColorMap.Sample(samplerColorMap, input.UV);
return float4(clamp(max(dot(N,L), 0.0), 0.2, 1.0) * color.rgb * 1.5, 1);
}