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