#include "common.hlsli" uniform float3x4 m_v2w; uniform sampler2D s_half_depth; #include "ssao_blur.ps.hlsl" #include "ssao.ps.hlsl" struct _input { float4 hpos : POSITION; float4 tc0 : TEXCOORD0; float2 tcJ : TEXCOORD1; }; float4 main(_input I) : COLOR0 { float4 P = tex2D(s_position, I.tc0); // position.(mtl or sun) float4 N = tex2D(s_normal, I.tc0); // normal.hemi float o = calc_ssao(P, N, I.tc0, I.tcJ); return float4(o, P.z, 0.0f, 0.0f); }