glslang/Test/hlsl.frag

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float4x4 World;
float4x4 View;
float4x4 Projection;
float4 AmbientColor = float4(1, 1, 1, 1);
float AmbientIntensity = 0.1;
//float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0
//{
// return AmbientColor * AmbientIntensity;
//}