Danbias/Code/OysterGraphics/Shader/Passes/Post/PostPass.hlsl

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Texture2D Diffuse : register(t0);
Texture2D Specular : register(t1);
Texture2D Ambient : register(t2);
RWTexture2D<float4> Output;
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cbuffer Size : register(b0)
{
int2 Pixels;
}
#define AmbFactor 0.3f;
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[numthreads(16, 16, 1)]
void main( uint3 DTid : SV_DispatchThreadID )
{
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float4 Light = Diffuse[DTid.xy] + saturate(Specular[DTid.xy]);
float4 Amb = float4(Ambient[DTid.xy/2].xyz * Ambient[DTid.xy/2].w, 0);
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float4 GUI;
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uint2 index = DTid.xy/2 + uint2((uint)Pixels.x/(uint)2,0);
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float3 PostLight = Amb.xyz * AmbFactor;
PostLight = PostLight + Light.xyz;
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GUI = float4(Ambient[index]);
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PostLight = PostLight * (1 - GUI.w);
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Output[DTid.xy] = float4((GUI.xyz * GUI.w) + PostLight, 1);
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}