26 lines
682 B
HLSL
26 lines
682 B
HLSL
Texture2D Diffuse : register(t0);
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Texture2D Specular : register(t1);
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Texture2D Ambient : register(t2);
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RWTexture2D<float4> Output;
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cbuffer Size : register(b0)
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{
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int2 Pixels;
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}
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#define AmbFactor 0.8f;
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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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float4 Light = Diffuse[DTid.xy] + saturate(Specular[DTid.xy]);
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float4 Amb = float4(Ambient[DTid.xy/2].xyz * Ambient[DTid.xy/2].w, 0);
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float4 GUI;
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uint2 index = DTid.xy/2 + uint2(Pixels.x/2,0);
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float3 PostLight = Amb.xyz * AmbFactor;
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PostLight = PostLight + Light.xyz;
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GUI = float4(Ambient[index]);
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PostLight = PostLight * (1 - GUI.w);
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Output[DTid.xy] = float4((GUI.xyz * GUI.w) + PostLight, 1);
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} |