public Vector4 FS(FSInput input) { return(Sample( CubeTexture, CubeSampler, input.TexCoord)); }
public Vector4 FS(FSInput input) { return(Sample( GridTexture, GridSampler, new Vector2(input.WorldPosition.X, input.WorldPosition.Z) / 10.0f)); }
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)); }