📄 ps.fx
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float4 PS(float3 Light: TEXCOORD0, float3 Norm : TEXCOORD1, float3 View : TEXCOORD2) : COLOR
{
float4 diffuse = { 1.0f, 0.0f, 0.0f, 1.0f};
float4 ambient = { 0.15f, 0.15f, 0.15f, 1.0f};
float specint = 0.2;
// normalize
//float3 Normal = normalize(Norm);
//float3 LightDir = normalize(Light);
//float3 ViewDir = normalize(View);
float4 diff = saturate(dot(Norm, Light));
// specular component with R vector normalized
float3 Reflect = normalize(2 * diff * Norm - Light);
float4 specular = pow(saturate(dot(Reflect, View)), 5);
// self-shadow term * (colormap * (diffuse + ambient) + specular)
return (ambient * diffuse * diff) + specint * specular;
}
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