// Copyright 2020 Google LLC Texture2D textureColorMap : register(t0, space1); SamplerState samplerColorMap : register(s0, space1); struct PushConsts { float4x4 model; }; [[vk::push_constant]] PushConsts primitive; struct VSOutput { [[vk::location(0)]] float3 Normal : NORMAL0; [[vk::location(1)]] float3 Color : COLOR0; [[vk::location(2)]] float2 UV : TEXCOORD0; [[vk::location(3)]] float3 ViewVec : TEXCOORD1; [[vk::location(4)]] float3 LightVec : TEXCOORD2; }; float4 main(VSOutput input) : SV_TARGET { float4 color = textureColorMap.Sample(samplerColorMap, input.UV) * float4(input.Color, 1.0); 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) * input.Color; float3 specular = pow(max(dot(R, V), 0.0), 16.0) * float3(0.75, 0.75, 0.75); return float4(diffuse * color.rgb + specular, 1.0); }