18 lines
444 B
HLSL
18 lines
444 B
HLSL
#include "pointLightHF.hlsli"
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Texture2D<float4> xTextureTex:register(t0);
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struct VertextoPixel
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{
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float4 pos : SV_POSITION;
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float3 pos3D : POSITION3D;
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float2 tex : TEXCOORD0;
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uint RTIndex : SV_RenderTargetArrayIndex;
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};
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float main(VertextoPixel PSIn) : SV_DEPTH
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{
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[branch]if(g_xMat_hasTex)
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clip( xTextureTex.Sample(sampler_linear_wrap,PSIn.tex).a<0.1?-1:1 );
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return distance(PSIn.pos3D.xyz,lightPos.xyz)/lightEnerdis.y;
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} |