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- #include "$ENGINE$\DeferredBasePass.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);
-
- GBufferData gbufferData;
- gbufferData.albedo = gAlbedoTex.Sample(gAlbedoSamp, input.uv0);
- gbufferData.worldNormal.xyz = worldNormal;
-
- encodeGBuffer(gbufferData, OutGBufferA, OutGBufferB);
-
- // TODO - Just returning a simple ambient term, use better environment lighting later
- return float4(gbufferData.albedo.rgb, 1.0f) * 0.01f;
- }
- };
- };
- };
- Technique : base("Surface") =
- {
- Language = "GLSL";
-
- Pass =
- {
- Fragment =
- {
- uniform sampler2D gAlbedoTex;
- uniform sampler2D gNormalTex;
-
- void main()
- {
- vec3 normal = normalize(texture2D(gNormalTex, uv0).xyz * 2.0f - vec3(1, 1, 1));
- vec3 worldNormal = calcWorldNormal(tangentToWorldZ, tangentToWorldX, normal);
-
- GBufferData gbufferData;
- gbufferData.albedo = texture2D(gAlbedoTex, uv0);
- gbufferData.worldNormal.xyz = worldNormal;
-
- encodeGBuffer(gbufferData, gl_FragData[1], gl_FragData[2]);
-
- // TODO - Just returning a simple ambient term, use better environment lighting later
- gl_FragData[0] = vec4(gbufferData.albedo.rgb, 1.0f) * 0.01f;
- }
- };
- };
- };
- #include "$ENGINE$\Surface.bslinc"
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