Default.bsl 1.6 KB

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  1. #include "$ENGINE$\DeferredBasePass.bslinc"
  2. Technique : base("DiffuseCommon") =
  3. {
  4. Language = "HLSL11";
  5. Pass =
  6. {
  7. Fragment =
  8. {
  9. float4 main(
  10. in VStoFS input,
  11. out float4 OutGBufferA : SV_Target1,
  12. out float4 OutGBufferB : SV_Target2) : SV_Target0
  13. {
  14. GBufferData gbufferData;
  15. gbufferData.albedo = float4(0.05f, 0.05f, 0.05f, 1.0f);
  16. gbufferData.worldNormal.xyz = input.tangentToWorldZ;
  17. encodeGBuffer(gbufferData, OutGBufferA, OutGBufferB);
  18. // TODO - Just returning a simple ambient term, use better environment lighting later
  19. return float4(gbufferData.albedo.rgb, 1.0f);
  20. }
  21. };
  22. };
  23. };
  24. Technique
  25. : inherits("DeferredBasePass")
  26. : inherits("DiffuseCommon") =
  27. {
  28. Language = "HLSL11";
  29. };
  30. Technique
  31. : inherits("DeferredBasePassSkinned")
  32. : inherits("DiffuseCommon") =
  33. {
  34. Language = "HLSL11";
  35. Tags = { "Animated" };
  36. };
  37. Technique : base("DiffuseCommon") =
  38. {
  39. Language = "GLSL";
  40. Pass =
  41. {
  42. Fragment =
  43. {
  44. out vec4[3] fragColor;
  45. void main()
  46. {
  47. GBufferData gbufferData;
  48. gbufferData.albedo = vec4(0.05f, 0.05f, 0.05f, 1.0f);
  49. gbufferData.worldNormal.xyz = tangentToWorldZ;
  50. encodeGBuffer(gbufferData, fragColor[1], fragColor[2]);
  51. // TODO - Just returning a simple ambient term, use better environment lighting later
  52. fragColor[0] = vec4(gbufferData.albedo.rgb, 1.0f);
  53. }
  54. };
  55. };
  56. };
  57. Technique
  58. : inherits("DeferredBasePass")
  59. : inherits("DiffuseCommon") =
  60. {
  61. Language = "GLSL";
  62. };
  63. Technique
  64. : inherits("DeferredBasePassSkinned")
  65. : inherits("DiffuseCommon") =
  66. {
  67. Language = "GLSL";
  68. Tags = { "Animated" };
  69. };