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group_block.hlsl 1.1 KB · Plain text
gpu/shader/tests/golden/group_block.hlsl 0644 Raw
struct Camera {
	float4x4 view_proj;
	float3 position;
};
cbuffer camera_CB : register(b0, space0) {
	Camera camera;
};
struct Lighting {
	float3 direction;
	float3 color;
	float intensity;
};
cbuffer lighting_CB : register(b1, space0) {
	Lighting lighting;
};
Texture2D diffuse_tex_tex : register(t0, space1);
SamplerState diffuse_tex_samp : register(s1, space1);
Texture2D normal_tex_tex : register(t2, space1);
SamplerState normal_tex_samp : register(s3, space1);

struct VertexOutput {
	float4 _sv_position : SV_Position;
	float4 position : SV_Position;
	float2 uv : TEXCOORD0;
};

struct FragmentOutput {
	float4 color : SV_Target0;
};

FragmentOutput fs_main(VertexOutput input) {
	FragmentOutput __luma_output;
	float4 diffuse = diffuse_tex_tex.Sample(diffuse_tex_samp, input.uv);
	float4 normal_sample = normal_tex_tex.Sample(normal_tex_samp, input.uv);
	float3 n = normalize(((normal_sample.xyz * 2.0) - float3(1.0, 1.0, 1.0)));
	float3 l = normalize(lighting.direction);
	float ndotl = max(dot(n, l), 0.0);
	float3 lit = (((diffuse.rgb * lighting.color) * ndotl) * lighting.intensity);
	__luma_output.color = float4(lit, diffuse.a);
	return __luma_output;
}