Fixed las bug in 2d rendering
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@ -2,5 +2,5 @@
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float4 main(Pixel2DIn input) : SV_Target0
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{
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return float4(Material.Sample(LinearSampler,input.Uv).xyz,0.5);
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return Material.Sample(LinearSampler,input.Uv);
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}
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@ -27,8 +27,8 @@ void main( uint3 DTid : SV_DispatchThreadID, uint3 GTid : SV_GroupThreadID )
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Shaded.Specular += light.Specular;
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}
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Diffuse[DTid.xy] = float4(Shaded.Diffuse * DiffuseGlow[DTid.xy].xyz,1);
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Specular[DTid.xy] = float4(Shaded.Specular, 1);
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Diffuse[DTid.xy] = float4(Shaded.Diffuse * DiffuseGlow[DTid.xy].xyz,0);
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Specular[DTid.xy] = float4(Shaded.Specular, 0);
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if(DTid.x & 1 && DTid.y & 1 )
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@ -14,17 +14,13 @@ cbuffer Size : register(b0)
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[numthreads(16, 16, 1)]
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void main( uint3 DTid : SV_DispatchThreadID )
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{
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float4 Light = Diffuse[DTid.xy] + Specular[DTid.xy];
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float4 Amb = float4(Ambient[DTid.xy/2].xyz,1);// * Ambient[DTid.xy/2].w,1);
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//Output[DTid.xy] = float4(Ambient[DTid.xy/2].xyz /* * Ambient[DTid.xy/2].w */, 1);
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//Output[DTid.xy] = Diffuse[DTid.xy] + Specular[DTid.xy];
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//Output[DTid.xy] = Light + Amb * AmbFactor;
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//Output[DTid.xy] = Ambient[DTid.xy/2].w;
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float4 Light = Diffuse[DTid.xy] + saturate(Specular[DTid.xy]);
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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 + int2(Pixels.x/2,0);
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float3 PostLight = Light.xyz + Amb.xyz * AmbFactor;
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float3 PostLight = Amb.xyz * AmbFactor;
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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) + ((Light + Amb * AmbFactor) * (1 - GUI.w)),0);
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Output[DTid.xy] = float4((GUI.xyz * GUI.w) + PostLight, 1);
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}
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