#include "common.hlsli" Texture2D s_patched_normal; float4 main(float2 tc : TEXCOORD0, float2 tcJ : TEXCOORD1) : SV_Target { float Gloss = s_patched_normal.Sample(smp_nofilter, tc).w; float ColorIntencity = 1.0f - sqrt(Gloss); ColorIntencity = max(ColorIntencity, 0.5f); return float4(ColorIntencity, ColorIntencity, ColorIntencity, 0.0f); }