Texture2D Diffuse : register(t0); Texture2D Specular : register(t1); Texture2D Ambient : register(t2); RWTexture2D Output; SamplerState S1 : register(s0); cbuffer Size : register(b0) { float AmbFactor; } float4 SuperSample(float4 Glow, uint3 DTid) { // Line X float2 index = (float2)(DTid.xy/2); index += float2(0,Output.Length.y/2); index = index / Output.Length; Glow = Ambient.SampleLevel(S1, index,1); Glow = Glow * Glow.w*10; return Glow; } [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 Glow = Ambient[DTid.xy/2 + uint2(0,Output.Length.y/2)]; float4 Glow = Ambient[DTid.xy/2 + uint2(0,Output.Length.y/2)]; Glow = SuperSample(Glow,DTid); float4 GUI; uint2 index = DTid.xy/2 + uint2((uint)Output.Length.x/(uint)2,0); float3 PostLight = Amb.xyz * AmbFactor; PostLight = PostLight + Light.xyz + Glow; GUI = float4(Ambient[index]); PostLight = PostLight * (1 - GUI.w); Output[DTid.xy] = float4((GUI.xyz * GUI.w) + PostLight, 1); //Output[DTid.xy] = float4(Ambient[DTid.xy/2 + uint2(0,Output.Length.y*0.5f)].xyz,1); }