/* Copyright (c) 2024, Sascha Willems * * SPDX-License-Identifier: Apache-2.0 * * Licensed under the Apache License, Version 2.0 the "License"; * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ [[vk::binding(1, 0)]] Texture2D textureColor : register(t1); [[vk::binding(1, 0)]] SamplerState samplerColor : register(s1); struct VSOutput { float4 Pos : SV_POSITION; [[vk::location(0)]] float2 UV : TEXCOORD0; [[vk::location(1)]] float LodBias : FLOAT0; [[vk::location(2)]] float3 Normal : NORMAL0; [[vk::location(3)]] float3 ViewVec : VECTOR0; [[vk::location(4)]] float3 LightVec : VECTOR1; }; float4 main(VSOutput input) : SV_TARGET0 { float4 color = textureColor.SampleBias(samplerColor, input.UV, 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), 0.0).xxx; float3 specular = (pow(max(dot(R, V), 0.0), 16.0)).xxx * color.a; return float4(diffuse * color.rgb + specular, 1.0); }