#include "LightPS.hlsli" Texture2D DepthTex : register(t0); Texture2D DiffuseTex : register(t2); Texture2D NormalTex : register(t3); Texture2D SpecularTex : register(t4); Texture2D IrradianceTex : register(t5); struct VS_Output { float4 Pos : SV_POSITION; float4 Screen : TEXCOORD0; uint IID : SV_INSTANCEID; }; float4 main(VS_Output input) : SV_TARGET { uint3 ssloc = uint3(input.Pos.xy, 0); //pixel location float depth = DepthTex.Load(ssloc).r; if (depth == 0) discard; //no existing pixel rendered here float4 diffuse = DiffuseTex.Load(ssloc); float4 normal = NormalTex.Load(ssloc); float4 specular = SpecularTex.Load(ssloc); float4 irradiance = IrradianceTex.Load(ssloc); float4 spos = float4(input.Screen.xy / input.Screen.w, depth, 1); float4 cpos = mul(spos, ViewProjInv); float3 camRel = cpos.xyz * (1 / cpos.w); float3 norm = normal.xyz * 2 - 1; float4 lcol = DeferredLODLight(camRel, norm, diffuse, specular, irradiance, input.IID); if (lcol.a <= 0) discard; return lcol; }