Texture2D Diffuse : register(t0); Texture2D Specular : register(t1); Texture2D Ambient : register(t2); RWTexture2D Output; cbuffer Size : register(b0) { int2 Pixels; } #define AmbFactor 0.8f; [numthreads(16, 16, 1)] void main( uint3 DTid : SV_DispatchThreadID ) { float4 Light = Diffuse[DTid.xy] + saturate(Specular[DTid.xy]); float4 Amb = float4(Ambient[DTid.xy/2].xyz * Ambient[DTid.xy/2].w, 0); float4 GUI; uint2 index = DTid.xy/2 + int2(Pixels.x/2,0); float3 PostLight = Amb.xyz * AmbFactor; PostLight = PostLight + Light.xyz; GUI = float4(Ambient[index]); PostLight = PostLight * (1 - GUI.w); Output[DTid.xy] = float4((GUI.xyz * GUI.w) + PostLight, 1); }