﻿// Copyright (c) .NET Foundation and Contributors (https://dotnetfoundation.org/ & https://stride3d.net) and Silicon Studio Corp. (https://www.siliconstudio.co.jp)
// Distributed under the MIT license. See the LICENSE.md file in the project root for more information.
namespace Stride.Rendering.Materials
{
    /// <summary>
    /// </summary>
    class GBufferOutputSubsurfaceScatteringMaterialIndex : ComputeColor
    {
        cbuffer PerDraw
        {
            // TODO: How to initialize this to 0 at all times for every material?
            stage uint MaterialIndex;   // This is only defined here so it can be overwritten by SubsurfaceScatteringRenderFeature in order to index the material inside the post process.
        }

		override float4 Compute()
		{
			return MaterialIndex;
		}
    };
}