13 lines
448 B
HLSL
13 lines
448 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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[numthreads(16, 16, 1)]
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void main( uint3 DTid : SV_DispatchThreadID )
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{
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//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
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//Output[DTid.xy] = Ambient[DTid.xy/2];
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Output[DTid.xy] = Diffuse[DTid.xy] + Specular[DTid.xy];
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} |