#include "Deferred.fxh" // Light params float3 LightDir; float3 LightColor; float LightIntensity; float4 MainPS(VertexShaderOutput input) : SV_TARGET { float2 uv = input.texCoord.xy; float4 color = GBuffer1.Sample(Sampler, uv); float4 depthNormal = GBuffer2.Sample(Sampler, uv); depthNormal.xy = DecodeNormal(float3(depthNormal.xy, 0)).xy; float3 albedo = color.rgb; float3 normal = float3(depthNormal.xy, 1 - length(depthNormal.xy)); return float4(ComputeLighting_Directional(LightDir, LightIntensity, LightColor, normal) * albedo, 1); }