17 lines
545 B
HLSL
17 lines
545 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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#define AmbFactor 0.3f;
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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] + Specular[DTid.xy];
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float4 Amb = float4(Ambient[DTid.xy/2].xyz * Ambient[DTid.xy/2].w,1);
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//Output[DTid.xy] = float4(Ambient[DTid.xy/2].xyz /* * Ambient[DTid.xy/2].w */, 1);
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//Output[DTid.xy] = Diffuse[DTid.xy] + Specular[DTid.xy];
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Output[DTid.xy] = Light + Amb * AmbFactor;
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} |