Danbias/Code/OysterGraphics/Shader/HLSL/Deffered Shaders/PostPass.hlsl

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Texture2D Diffuse : register(t0);
Texture2D Specular : register(t1);
Texture2D Ambient : register(t2);
RWTexture2D<float4> Output;
[numthreads(16, 16, 1)]
void main( uint3 DTid : SV_DispatchThreadID )
{
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//Output[DTid.xy] = Diffuse[DTid.xy] + Specular[DTid.xy] + Diffuse[DTid.xy] * Ambient[DTid.xy/2].w;// + float4(Ambient[DTid.xy/4].xyz,1); GLOW
Output[DTid.xy] = Ambient[DTid.xy/2];
//Output[DTid.xy] = Diffuse[DTid.xy] + Specular[DTid.xy];
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}