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Fixing getting started example shader

BearishSun 8 years ago
parent
commit
5396d999e7
2 changed files with 18 additions and 27 deletions
  1. 18 27
      Data/Examples/Example.bsl
  2. BIN
      Data/Examples/Example.bsl.asset

+ 18 - 27
Data/Examples/Example.bsl

@@ -1,35 +1,26 @@
 #include "$ENGINE$\BasePass.bslinc"
 #include "$ENGINE$\Surface.bslinc"
 
-Parameters = 
+mixin Surface
 {
-	Sampler2D 	samp : alias("tex");
-	Texture2D 	tex;
-};
-
-Technique : base("Surface") =
-{
-	Pass = 
+	code
 	{
-		Fragment =
+		SamplerState samp : register(s0);
+		Texture2D tex : register(t0);
+	
+		void fsmain(
+			in VStoFS input, 
+			out float4 OutGBufferA : SV_Target0,
+			out float4 OutGBufferB : SV_Target1,
+			out float2 OutGBufferC : SV_Target2)
 		{
-			SamplerState samp : register(s0);
-			Texture2D tex : register(t0);
-		
-			void main(
-				in VStoFS input, 
-				out float4 OutGBufferA : SV_Target0,
-				out float4 OutGBufferB : SV_Target1,
-				out float2 OutGBufferC : SV_Target2)
-			{
-				SurfaceData surfaceData;
-				surfaceData.albedo = float4(tex.Sample(samp, input.uv0).xyz, 1.0f);
-				surfaceData.worldNormal.xyz = input.tangentToWorldZ;
-				surfaceData.roughness = 1.0f;
-				surfaceData.metalness = 0.0f;
-				
-				encodeGBuffer(surfaceData, OutGBufferA, OutGBufferB, OutGBufferC);
-			}	
-		};
+			SurfaceData surfaceData;
+			surfaceData.albedo = float4(tex.Sample(samp, input.uv0).xyz, 1.0f);
+			surfaceData.worldNormal.xyz = input.tangentToWorldZ;
+			surfaceData.roughness = 1.0f;
+			surfaceData.metalness = 0.0f;
+			
+			encodeGBuffer(surfaceData, OutGBufferA, OutGBufferB, OutGBufferC);
+		}	
 	};
 };

BIN
Data/Examples/Example.bsl.asset