#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); }