|
@@ -3,19 +3,23 @@
|
|
|
#include "Transform.hlsl"
|
|
#include "Transform.hlsl"
|
|
|
|
|
|
|
|
void VS(float4 iPos : POSITION,
|
|
void VS(float4 iPos : POSITION,
|
|
|
- float3 iNormal : NORMAL,
|
|
|
|
|
- out float4 oPos : POSITION,
|
|
|
|
|
|
|
+ float3 iNormal : NORMAL,
|
|
|
|
|
+ out float4 oPos : POSITION,
|
|
|
out float3 oTexCoord : TEXCOORD0)
|
|
out float3 oTexCoord : TEXCOORD0)
|
|
|
{
|
|
{
|
|
|
oPos = iPos;
|
|
oPos = iPos;
|
|
|
oTexCoord = iNormal;
|
|
oTexCoord = iNormal;
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-void PS(float3 oTexCoord: TEXCOORD0, out float4 oColor : COLOR0)
|
|
|
|
|
|
|
+void PS(float3 oTexCoord: TEXCOORD0, out float4 oColor : OUTCOLOR0)
|
|
|
{
|
|
{
|
|
|
float3 V = normalize( oTexCoord ) + float3(0, 0.2 ,0);
|
|
float3 V = normalize( oTexCoord ) + float3(0, 0.2 ,0);
|
|
|
float2 lt = float2( (1.0 + normalize( V.xz ).y) / 2.0, 1.0 - normalize( V ).y );
|
|
float2 lt = float2( (1.0 + normalize( V.xz ).y) / 2.0, 1.0 - normalize( V ).y );
|
|
|
- oColor = float4(tex2D( sDiffMap, lt ).rgb, 1.0);
|
|
|
|
|
-}
|
|
|
|
|
|
|
|
|
|
|
|
+ #ifndef D3D11
|
|
|
|
|
+ oColor = float4(tex2D( sDiffMap, lt ).rgb, 1.0);
|
|
|
|
|
+ #else
|
|
|
|
|
+ oColor = float4(tDiffMap.Sample(sDiffMap, lt).rgb, 1.0);
|
|
|
|
|
+ #endif
|
|
|
|
|
|
|
|
|
|
+}
|