Danbias/Code/OysterGraphics/Shader/HLSL/Deffered Shaders/PostPass.hlsl

17 lines
545 B
HLSL

Texture2D Diffuse : register(t0);
Texture2D Specular : register(t1);
Texture2D Ambient : register(t2);
RWTexture2D<float4> Output;
#define AmbFactor 0.3f;
[numthreads(16, 16, 1)]
void main( uint3 DTid : SV_DispatchThreadID )
{
float4 Light = Diffuse[DTid.xy] + Specular[DTid.xy];
float4 Amb = float4(Ambient[DTid.xy/2].xyz * Ambient[DTid.xy/2].w,1);
//Output[DTid.xy] = float4(Ambient[DTid.xy/2].xyz /* * Ambient[DTid.xy/2].w */, 1);
//Output[DTid.xy] = Diffuse[DTid.xy] + Specular[DTid.xy];
Output[DTid.xy] = Light + Amb * AmbFactor;
}