public Vector4 FS(FSInput input)
 {
     return(Sample(
                CubeTexture,
                CubeSampler,
                input.TexCoord));
 }
Example #2
0
 public Vector4 FS(FSInput input)
 {
     return(Sample(
                GridTexture,
                GridSampler,
                new Vector2(input.WorldPosition.X, input.WorldPosition.Z) / 10.0f));
 }
Example #3
0
        public Vector4 FS(FSInput input)
        {
            float nDotL = Vector3.Dot(input.Normal, -LightInfo.Direction);

            nDotL = Clamp(nDotL, 0, 1);
            Vector4 lightContribution = nDotL * LightInfo.Color;
            Vector4 textureColor      = Sample(SurfaceTexture, SurfaceSampler, input.TexCoords);
            Vector4 ambientLight      = new Vector4(0.2f, 0.2f, 0.2f, 1f);
            Vector4 total             = (lightContribution + ambientLight) * textureColor;

            return(Saturate(total));
        }