Danbias/Code/OysterGraphics/Shader/HLSL/Deffered Shaders/Gather/PixelGatherData.hlsl

25 lines
474 B
HLSL

struct VertexOut
{
float4 pos : SV_POSITION;
float4 ViewPos: POSITION;
float2 UV : TEXCOORD;
float4 normal : NORMAL;
};
struct PixelOut
{
float4 Diffuse3Glow1 : SV_TARGET0;
float4 Normal3Specular1 : SV_TARGET1;
float4 VPos : SV_TARGET2;
};
Texture2D Diffuse;
Texture2D Specular;
PixelOut main(VertexOut input)
{
PixelOut output;
output.Diffuse3Glow1 = float4(1.0f, 0.0f, 0.0f, 1.0f);
output.Normal3Specular1 = float4(input.normal, 1.0f);
return output;
}