#include "$ENGINE$\DeferredBasePass.bslinc" Technique : base("Surface") = { Language = "HLSL11"; Pass = { Fragment = { float4 main( in VStoFS input, out float4 OutGBufferA : SV_Target1, out float4 OutGBufferB : SV_Target2) : SV_Target0 { SurfaceData surfaceData; surfaceData.albedo = float4(0.05f, 0.05f, 0.05f, 1.0f); surfaceData.worldNormal.xyz = input.tangentToWorldZ; encodeGBuffer(surfaceData, OutGBufferA, OutGBufferB); // TODO - Just returning a simple ambient term, use better environment lighting later return float4(surfaceData.albedo.rgb, 1.0f); } }; }; }; Technique : base("Surface") = { Language = "GLSL"; Pass = { Fragment = { layout(location = 0) in vec2 uv0; layout(location = 1) in vec3 tangentToWorldZ; layout(location = 2) in vec4 tangentToWorldX; layout(location = 0) out vec4[3] fragColor; void main() { SurfaceData surfaceData; surfaceData.albedo = vec4(0.05f, 0.05f, 0.05f, 1.0f); surfaceData.worldNormal.xyz = tangentToWorldZ; encodeGBuffer(surfaceData, fragColor[1], fragColor[2]); // TODO - Just returning a simple ambient term, use better environment lighting later fragColor[0] = vec4(surfaceData.albedo.rgb, 1.0f); } }; }; }; #include "$ENGINE$\Surface.bslinc"