- 01
- 02
- 03
- 04
- 05
- 06
- 07
- 08
- 09
- 10
- 11
- 12
- 13
- 14
- 15
- 16
- 17
- 18
- 19
- 20
- 21
- 22
- 23
- 24
if (SceneTextureIndex == 0) return float4(CalcSceneColor(UV), 0);
else if (SceneTextureIndex == 1) return ScreenSpaceData.GBuffer.Depth;
else if (SceneTextureIndex == 2) return float4(ScreenSpaceData.GBuffer.DiffuseColor, 0);
else if (SceneTextureIndex == 3) return float4(ScreenSpaceData.GBuffer.SpecularColor, 0);
else if (SceneTextureIndex == 4) return float4(ScreenSpaceData.GBuffer.SubsurfaceColor, 0);
else if (SceneTextureIndex == 5) return float4(ScreenSpaceData.GBuffer.BaseColor, 0);
else if (SceneTextureIndex == 6) return ScreenSpaceData.GBuffer.Specular;
else if (SceneTextureIndex == 7) return ScreenSpaceData.GBuffer.Metallic;
else if (SceneTextureIndex == 8) return float4(ScreenSpaceData.GBuffer.WorldNormal, 0);
else if (SceneTextureIndex == 9) return 1; // todo
else if (SceneTextureIndex == 10) return ScreenSpaceData.GBuffer.Opacity;
else if (SceneTextureIndex == 11) return ScreenSpaceData.GBuffer.Roughness;
else if (SceneTextureIndex == 12) return ScreenSpaceData.GBuffer.GBufferAO;
else if (SceneTextureIndex == 13) return ScreenSpaceData.GBuffer.CustomDepth;
else if (SceneTextureIndex == 14) return Texture2DSample(PostprocessInput0, PostprocessInput0Sampler, UV);
else if (SceneTextureIndex == 15) return Texture2DSample(PostprocessInput1, PostprocessInput1Sampler, UV);
else if (SceneTextureIndex == 16) return Texture2DSample(PostprocessInput2, PostprocessInput2Sampler, UV);
else if (SceneTextureIndex == 17) return Texture2DSample(PostprocessInput3, PostprocessInput3Sampler, UV);
else if (SceneTextureIndex == 18) return Texture2DSample(PostprocessInput4, PostprocessInput4Sampler, UV);
else if (SceneTextureIndex == 19) return Texture2DSample(PostprocessInput5, PostprocessInput5Sampler, UV);
else if (SceneTextureIndex == 20) return Texture2DSample(PostprocessInput6, PostprocessInput6Sampler, UV);
else if (SceneTextureIndex == 21) return ScreenSpaceData.GBuffer.DecalMask;
else if (SceneTextureIndex == 22) return float4(GetLightingModelColor(ScreenSpaceData.GBuffer), 1);
else if (SceneTextureIndex == 23) return ScreenSpaceData.AmbientOcclusion;
LispGovno 08.07.2014 08:42 # +1
guest 08.07.2014 08:53 # +2
kipar 08.07.2014 09:03 # +1
guest 08.07.2014 11:58 # 0
absolut 08.07.2014 13:03 # 0
roman-kashitsyn 08.07.2014 13:08 # +6
Какое изящное избавление от проклятия девятой симфонии.
absolut 08.07.2014 13:25 # +6
bormand 08.07.2014 15:12 # +2
kegdan 08.07.2014 15:13 # +2
kegdan 08.07.2014 13:32 # +4
1024-- 08.07.2014 15:09 # +2