31 lines
923 B
HLSL
31 lines
923 B
HLSL
#include "Defines.hlsli"
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#include "LightCalc.hlsli"
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#include "PosManipulation.hlsli"
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//todo
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//LightCulling
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//Calc Diff + Spec
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//Calc Ambience
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//Write Glow
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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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float3 ViewPos = ToVpos(DTid.xy);
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DiffSpec Shaded;
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Shaded.Diffuse = float4(0,0,0,0);
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Shaded.Specular = float4(0,0,0,0);
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for(int i = 0; i < Lights; ++i)
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{
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DiffSpec light = LightCalc(Points[i], ViewPos, DTid.xy);
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Shaded.Diffuse = light.Diffuse;
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Shaded.Specular = light.Specular;
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}
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//Output[DTid.xy] = float4(ViewPos,1);
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//Output[DTid.xy] = DepthTexture[DTid.xy].x;
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//Output[DTid.xy] = float4(DTid.xy/ Pixels,1,1);
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//Output[DTid.xy] = NormalSpec[DTid.xy];
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//Output[DTid.xy] = float4(light.Diffuse, 1);
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//Output[DTid.xy] = float4(light.Specular, 1);
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Output[DTid.xy] = float4( Shaded.Diffuse * DiffuseGlow[DTid.xy].xyz + Shaded.Specular + DiffuseGlow[DTid.xy].xyz * 0.2f, 1);
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} |