#include "$ENGINE$\DeferredBasePass.bslinc" Parameters = { Sampler2D samp; Texture2D tex; }; Technique = { Language = "HLSL11"; Pass = { Fragment = { SamplerState samp : register(s0); Texture2D tex : register(t0); float4 main( in VStoFS input, out float4 OutGBufferA : SV_Target1, out float4 OutGBufferB : SV_Target2) : SV_Target0 { GBufferData gbufferData; gbufferData.albedo = float4(tex.Sample(samp, input.uv0).xyz, 1.0f); gbufferData.worldNormal.xyz = input.tangentToWorldZ; encodeGBuffer(gbufferData, OutGBufferA, OutGBufferB); // TODO - Just returning a simple ambient term, use better environment lighting later return float4(gbufferData.albedo.rgb, 1.0f) * 0.2f; } }; }; };