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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;
}