#include "common.hlsli"

#define EPS (0.9f / 255.f)

float4 main(p_screen I) : COLOR
{
    // Sample the fat framebuffer:
    float4 NH = tex2D(s_normal, I.tc0);
    float L = dot(Ldynamic_dir, (float3)NH) + EPS; // Use hemisphere as approximation of max light
    return float4(L, L, L, L);
}
