Files
WickedEngine/WickedEngine/deferredPS.hlsl
T
2016-02-07 23:43:54 +01:00

24 lines
720 B
HLSL

#include "postProcessHF.hlsli"
#include "fogHF.hlsli"
#include "gammaHF.hlsli"
#include "reconstructPositionHF.hlsli"
float4 main(VertexToPixelPostProcess PSIn) : SV_TARGET
{
float4 color = texture_gbuffer0.Load(int3(PSIn.pos.xy, 0));
float depth = texture_lineardepth.Load(int3(PSIn.pos.xy, 0)).r;
[branch]if(depth<g_xCamera_ZFarP){
color=pow(abs(color),GAMMA);
float4 lighting = texture_0.SampleLevel(sampler_point_clamp,PSIn.tex,0); // light
color.rgb *= lighting.rgb + g_xWorld_Ambient.rgb;
color.rgb *= texture_1.SampleLevel(sampler_linear_clamp, PSIn.tex.xy, 0).rrr; // ao
color=pow(abs(color),INV_GAMMA);
float fog = getFog((depth));
color.rgb = applyFog(color.rgb,fog);
}
return color;
}