| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869 |
- #include "$ENGINE$\DeferredBasePass.bslinc"
- Parameters =
- {
- Sampler2D samp : alias("tex");
- Texture2D tex;
- };
- Technique : base("Surface") =
- {
- Language = "HLSL11";
-
- Pass =
- {
- Fragment =
- {
- SamplerState samp : register(s0);
- Texture2D tex : register(t0);
-
- float4 main(
- in VStoFS input,
- out float4 OutGBufferA : SV_Target1,
- out float4 OutGBufferB : SV_Target2) : SV_Target0
- {
- SurfaceData surfaceData;
- surfaceData.albedo = float4(tex.Sample(samp, input.uv0).xyz, 1.0f);
- surfaceData.worldNormal.xyz = input.tangentToWorldZ;
-
- encodeGBuffer(surfaceData, OutGBufferA, OutGBufferB);
-
- // TODO - Just returning a simple ambient term, use better environment lighting later
- return float4(surfaceData.albedo.rgb, 1.0f) * 0.2f;
- }
- };
- };
- };
- Technique : base("Surface") =
- {
- Language = "GLSL";
-
- Pass =
- {
- Fragment =
- {
- layout(location = 0) in vec2 uv0;
- layout(location = 1) in vec3 tangentToWorldZ;
- layout(location = 2) in vec4 tangentToWorldX;
-
- layout(binding = 4) uniform sampler2D tex;
- layout(location = 0) out vec4 fragColor[3];
-
- void main()
- {
- SurfaceData surfaceData;
- surfaceData.albedo = texture(tex, uv0);
- surfaceData.worldNormal.xyz = tangentToWorldZ;
-
- 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) * 0.2f;
- }
- };
- };
- };
- #include "$ENGINE$\Surface.bslinc"
|