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D3D11 fix for procedural sky

Josh Engebretson 8 years ago
parent
commit
e7936603ed
1 changed files with 9 additions and 5 deletions
  1. 9 5
      Resources/CoreData/Shaders/HLSL/ProcSky.hlsl

+ 9 - 5
Resources/CoreData/Shaders/HLSL/ProcSky.hlsl

@@ -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
 
 
+}