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

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HLSL
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#include "GBufferHeader.hlsli"
PixelOut main(VertexOut input)
{
PixelOut output;
output.DiffuseGlow = Diffuse.Sample(S1, input.UV);
output.NormalSpec = float4(normalize(input.normal), 1.0f);
return output;
}