Example.bsl 769 B

123456789101112131415161718192021222324252627282930313233343536
  1. #include "$ENGINE$\DeferredBasePass.bslinc"
  2. Parameters =
  3. {
  4. Sampler2D samp;
  5. Texture2D tex;
  6. };
  7. Technique =
  8. {
  9. Language = "HLSL11";
  10. Pass =
  11. {
  12. Fragment =
  13. {
  14. SamplerState samp : register(s0);
  15. Texture2D tex : register(t0);
  16. float4 main(
  17. in VStoFS input,
  18. out float4 OutGBufferA : SV_Target1,
  19. out float4 OutGBufferB : SV_Target2) : SV_Target0
  20. {
  21. GBufferData gbufferData;
  22. gbufferData.albedo = float4(tex.Sample(samp, input.uv0).xyz, 1.0f);
  23. gbufferData.worldNormal.xyz = input.tangentToWorldZ;
  24. encodeGBuffer(gbufferData, OutGBufferA, OutGBufferB);
  25. // TODO - Just returning a simple ambient term, use better environment lighting later
  26. return float4(gbufferData.albedo.rgb, 1.0f) * 0.2f;
  27. }
  28. };
  29. };
  30. };