47 lines
1.1 KiB
HLSL
47 lines
1.1 KiB
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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SamplerState S1 : register(s0);
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cbuffer Size : register(b0)
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{
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float AmbFactor;
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float3 Color;
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float3 GlowColor;
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}
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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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float SSAO = 0;
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for(int x = 0; x < 4; ++x)
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{
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for(int y = 0; y < 4; ++y)
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{
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SSAO += Ambient[DTid.xy/2 + uint2(-2+x,-2+y)].w;
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}
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}
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SSAO = SSAO / 16;
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float4 Light = Diffuse[DTid.xy] + saturate(Specular[DTid.xy]);
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float3 Amb = Ambient[DTid.xy/2].xyz * SSAO * Color;
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float4 Glow = Ambient[DTid.xy/2 + uint2(0,Output.Length.y/2)];
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Glow = float4(Glow.xyz * GlowColor, 1);
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float4 GUI;
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uint2 index = DTid.xy/2 + uint2((uint)Output.Length.x/(uint)2,0);
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float3 PostLight = Amb * AmbFactor;
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PostLight = PostLight + Light.xyz + Glow;
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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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//Output[DTid.xy] = float4(Ambient[DTid.xy/2 + uint2(Output.Length*0.5f)].xyz,1);
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//Output[DTid.xy] = SSAO * float4(1,1,1,1);
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//Output[DTid.xy] = Ambient[DTid.xy];
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} |