Texture2D Diffuse : register(t0); Texture2D Specular : register(t1); Texture2D Ambient : register(t2); RWTexture2D Output; [numthreads(16, 16, 1)] void main( uint3 DTid : SV_DispatchThreadID ) { //Output[DTid.xy] = Diffuse[DTid.xy] + Specular[DTid.xy] + Diffuse[DTid.xy] * Ambient[DTid.xy/2].w;// + float4(Ambient[DTid.xy/4].xyz,1); GLOW Output[DTid.xy] = Ambient[DTid.xy/2]; //Output[DTid.xy] = Diffuse[DTid.xy] + Specular[DTid.xy]; }