#include "common.hlsli" #include "sload.hlsli" struct vf { float4 hpos : POSITION; float3 position : TEXCOORD0; float2 tc0 : TEXCOORD1; float2 tc1 : TEXCOORD2; float4 af : COLOR1; }; void main(in vf I, out f_deffer O) { // 1. Base texture + kill pixels with low alpha float4 D0 = tex2D(s_base, I.tc0); float4 D1 = tex2D(s_base, I.tc1); float4 H0 = tex2D(s_hemi, I.tc0); float4 H1 = tex2D(s_hemi, I.tc1); float4 D = lerp(D0, D1, I.af.w); float4 H = lerp(H0, H1, I.af.w); H.xyz = H.rgb * 2.0f - 1.0f; D.w *= I.af.z; H.w *= I.af.x; clip(D.w - (96.h / 255.h)); float3 N = normalize(H.xyz); O = pack_gbuffer(float4(N, H.w), float4(I.position, 0.0f), float4(D.xyz, def_gloss)); }