Danbias/Code/OysterGraphics/Shader/Passes/Gather/GatherPixel.hlsl

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HLSL
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#include "Header.hlsli"
PixelOut main(VertexOut input)
{
PixelOut output;
output.DiffuseGlow = Diffuse.Sample(S1, input.UV);
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output.NormalSpec = float4(normalize(input.normal), Normal.Sample(S1,input.UV).w);
return output;
}