procedural-3d-engine/data/hlsl/texturecubemap/reflect.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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GLSL

// Copyright 2020 Google LLC
TextureCube textureColor : register(t1);
SamplerState samplerColor : register(s1);
struct VSOutput
{
[[vk::location(0)]] float3 Pos : POSITION0;
[[vk::location(1)]] float3 Normal : NORMAL0;
[[vk::location(2)]] float LodBias : TEXCOORD3;
[[vk::location(3)]] float3 ViewVec : TEXCOORD1;
[[vk::location(4)]] float3 LightVec : TEXCOORD2;
};
float4 main(VSOutput input) : SV_TARGET
{
float3 cI = normalize (input.ViewVec);
float3 cR = reflect (cI, normalize(input.Normal));
cR.x *= -1;
float4 color = textureColor.SampleLevel(samplerColor, cR, input.LodBias);
float3 N = normalize(input.Normal);
float3 L = normalize(input.LightVec);
float3 V = normalize(input.ViewVec);
float3 R = reflect(-L, N);
float3 ambient = float3(0.5, 0.5, 0.5) * color.rgb;
float3 diffuse = max(dot(N, L), 0.0) * float3(1.0, 1.0, 1.0);
float3 specular = pow(max(dot(R, V), 0.0), 16.0) * float3(0.5, 0.5, 0.5);
return float4(ambient + diffuse * color.rgb + specular, 1.0);
}