12 lines
387 B
HLSL
12 lines
387 B
HLSL
|
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 )
|
||
|
{
|
||
|
//Output[DTid.xy] = Diffuse[DTid.xy] + Specular[DTid.xy] + Diffuse[DTid.xy] * Ambient[DTid.xy/4].w;// + float4(Ambient[DTid.xy/4].xyz,1); GLOW
|
||
|
Output[DTid.xy] = Diffuse[DTid.xy];
|
||
|
}
|