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basic_fragment.hlsl 644 B · Plain text
gpu/shader/tests/golden/basic_fragment.hlsl 0644 Raw
Texture2D material_tex_tex : register(t0, space0);
SamplerState material_tex_samp : register(s1, space0);

struct _shade_Input {
	float4 _sv_position : SV_Position;
	float2 uv : TEXCOORD0;
	float3 normal : TEXCOORD1;
};

struct _shade_Output {
	float4 _value : SV_Target0;
};

_shade_Output shade(_shade_Input input) {
	_shade_Output __luma_output;
	float4 albedo = material_tex_tex.Sample(material_tex_samp, input.uv);
	float3 n = normalize(input.normal);
	float3 light_dir = normalize(float3(1.0, 1.0, 0.5));
	float light = max(dot(n, light_dir), 0.0);
	__luma_output._value = float4((albedo.rgb * light), albedo.a);
	return __luma_output;
}