Default.bsl 1.1 KB

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  1. #include "$ENGINE$\DeferredBasePass.bslinc"
  2. Technique
  3. : inherits("DeferredBasePass") =
  4. {
  5. Language = "HLSL11";
  6. Pass =
  7. {
  8. Fragment =
  9. {
  10. float4 main(
  11. in VStoFS input,
  12. out float4 OutGBufferA : SV_Target1,
  13. out float4 OutGBufferB : SV_Target2) : SV_Target0
  14. {
  15. GBufferData gbufferData;
  16. gbufferData.albedo = float4(0.05f, 0.05f, 0.05f, 1.0f);
  17. gbufferData.worldNormal.xyz = input.tangentToWorldZ;
  18. encodeGBuffer(gbufferData, OutGBufferA, OutGBufferB);
  19. // TODO - Just returning a simple ambient term, use better environment lighting later
  20. return float4(gbufferData.albedo.rgb, 1.0f);
  21. }
  22. };
  23. };
  24. };
  25. Technique
  26. : inherits("DeferredBasePass") =
  27. {
  28. Language = "GLSL";
  29. Pass =
  30. {
  31. Fragment =
  32. {
  33. out vec4[3] fragColor;
  34. void main()
  35. {
  36. GBufferData gbufferData;
  37. gbufferData.albedo = vec4(0.05f, 0.05f, 0.05f, 1.0f);
  38. gbufferData.worldNormal.xyz = tangentToWorldZ;
  39. encodeGBuffer(gbufferData, fragColor[1], fragColor[2]);
  40. // TODO - Just returning a simple ambient term, use better environment lighting later
  41. fragColor[0] = vec4(gbufferData.albedo.rgb, 1.0f);
  42. }
  43. };
  44. };
  45. };