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2025-09-04 10:54:47 +08:00

43 lines
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HLSL

/* 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);
}