#include "RootConstants.hlsl" float4 main(float4 Color : TEXCOORD0, float3 WorldNormal : TEXCOORD1) : SV_Target0 { float3 N = normalize(WorldNormal); float NdotL = saturate(dot(N, -LightDirection)); float3 diffuse = Color.rgb * LightColor * NdotL; float3 ambient = Color.rgb * AmbientIntensity; return float4(diffuse + ambient, Color.a); }