31 lines
1008 B
HLSL
31 lines
1008 B
HLSL
/* Copyright (c) 2024, Sascha Willems
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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TextureCube textureEnvMap : register(t1);
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SamplerState samplerEnvMap : register(s1);
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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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[[vk::location(0)]] float3 UVW : TEXCOORD0;
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};
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float4 main(VSOutput input) : SV_TARGET0
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{
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float3 normal = normalize(input.UVW);
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float4 color = textureEnvMap.Sample(samplerEnvMap, normal);
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return float4(color.rgb, 1.0);
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} |