#include "common.h" #include "sload.h" f_deffer main ( p_bumped I ) { f_deffer O; surface_bumped S = sload (I); // Sample normal, rotate it by matrix, encode position half3 Ne = mul (half3x3(I.M1, I.M2, I.M3), S.normal); Ne = normalize (Ne); O.Ne = half4 (Ne, S.base.w); O.position= half4 (I.position.xyz + Ne*S.height*def_virtualh, xmaterial); O.C = half4 (S.base.x,S.base.y,S.base.z,S.gloss); // OUT: rgb.gloss return O; }