Texture2D Diffuse : register(t0); Texture2D Specular : register(t1); Texture2D Ambient : register(t2); RWTexture2D Output; #define AmbFactor 0.3f; [numthreads(16, 16, 1)] void main( uint3 DTid : SV_DispatchThreadID ) { float4 Light = Diffuse[DTid.xy] + Specular[DTid.xy]; float4 Amb = float4(Ambient[DTid.xy/2].xyz,1);// * Ambient[DTid.xy/2].w,1); //Output[DTid.xy] = float4(Ambient[DTid.xy/2].xyz /* * Ambient[DTid.xy/2].w */, 1); //Output[DTid.xy] = Diffuse[DTid.xy] + Specular[DTid.xy]; Output[DTid.xy] = Light + Amb * AmbFactor; //Output[DTid.xy] = Ambient[DTid.xy/2].w; }