/* Copyright (c) 2024, Sascha Willems * * SPDX-License-Identifier: Apache-2.0 * * Licensed under the Apache License, Version 2.0 the "License"; * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ TextureCube textureEnvMap : register(t1); SamplerState samplerEnvMap : register(s1); struct VSOutput { float4 Pos : SV_POSITION; [[vk::location(0)]] float3 UVW : TEXCOORD0; }; float4 main(VSOutput input) : SV_TARGET0 { float3 normal = normalize(input.UVW); float4 color = textureEnvMap.Sample(samplerEnvMap, normal); return float4(color.rgb, 1.0); }