CodeWalker/CodeWalker.Shaders/TreesLodPS_Deferred.hlsl

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HLSL
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2019-12-03 21:52:22 +08:00
#include "TreesLodPS.hlsli"
PS_OUTPUT main(VS_OUTPUT input)
{
//return float4(1,0,0,1);//red
float4 c = 0; // float4(input.Colour.rgb, 1);
//return c;
if (EnableTexture == 1)
{
//c = Colourmap.SampleLevel(TextureSS, input.Texcoord, 0);
c = Colourmap.Sample(TextureSS, input.Texcoord);
if (c.a <= 0.25) discard;
c.a = 1;
// c = float4(input.Colour.rgb, 1);
}
float3 norm = input.Normal;
float3 spec = 0;
c.a = saturate(c.a);
PS_OUTPUT output;
output.Diffuse = c;
output.Normal = float4(saturate(norm * 0.5 + 0.5), c.a);
output.Specular = float4(spec, c.a);
output.Irradiance = float4(1, 0, 0, c.a);
return output;
}