43 lines
1.5 KiB
HLSL
43 lines
1.5 KiB
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);
|
|
} |