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Deferred shading
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#include "Common.hlsli"
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Texture2D<float4> Colourmap : register(t0);
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SamplerState TextureSS : register(s0);
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cbuffer PSSceneVars : register(b0)
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{
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ShaderGlobalLightParams GlobalLights;
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}
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cbuffer PSEntityVars : register(b1)
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{
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uint EnableTexture;
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uint Pad1;
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uint Pad2;
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uint Pad3;
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}
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struct VS_OUTPUT
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{
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float4 Position : SV_POSITION;
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float3 Normal : NORMAL;
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float2 Texcoord : TEXCOORD0;
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float4 Colour : COLOR0;
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};
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struct PS_OUTPUT
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{
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float4 Diffuse : SV_Target0;
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float4 Normal : SV_Target1;
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float4 Specular : SV_Target2;
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float4 Irradiance : SV_Target3;
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};
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