#include "$ENGINE$\BasePass.bslinc" Parameters = { Sampler2D gAlbedoSamp : alias("gAlbedoTex"); Sampler2D gNormalSamp : alias("gNormalTex"); Texture2D gAlbedoTex; Texture2D gNormalTex = "normal"; }; Technique : base("Surface") = { Language = "HLSL11"; Pass = { Fragment = { SamplerState gAlbedoSamp : register(s0); SamplerState gNormalSamp : register(s1); Texture2D gAlbedoTex : register(t0); Texture2D gNormalTex : register(t1); float4 main( in VStoFS input, out float4 OutGBufferA : SV_Target1, out float4 OutGBufferB : SV_Target2) : SV_Target0 { float3 normal = normalize(gNormalTex.Sample(gNormalSamp, input.uv0) * 2.0f - float3(1, 1, 1)); float3 worldNormal = calcWorldNormal(input, normal); SurfaceData surfaceData; surfaceData.albedo = gAlbedoTex.Sample(gAlbedoSamp, input.uv0); surfaceData.worldNormal.xyz = worldNormal; encodeGBuffer(surfaceData, OutGBufferA, OutGBufferB); // TODO - Just returning a simple ambient term, use better environment lighting later return float4(surfaceData.albedo.rgb, 1.0f) * 0.01f; } }; }; }; Technique : base("Surface") = { Language = "GLSL"; Pass = { Fragment = { layout(location = 0) in vec2 uv0; layout(location = 2) in vec3 tangentToWorldZ; layout(location = 3) in vec4 tangentToWorldX; layout(binding = 4) uniform sampler2D gAlbedoTex; layout(binding = 5) uniform sampler2D gNormalTex; layout(location = 0) out vec4 fragColor[3]; void main() { vec3 normal = normalize(texture(gNormalTex, uv0).xyz * 2.0f - vec3(1, 1, 1)); vec3 worldNormal = calcWorldNormal(tangentToWorldZ, tangentToWorldX, normal); SurfaceData surfaceData; surfaceData.albedo = texture(gAlbedoTex, uv0); surfaceData.worldNormal.xyz = worldNormal; 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) * 0.01f; } }; }; }; #include "$ENGINE$\Surface.bslinc"