#include "Uniforms.hlsl" #include "Samplers.hlsl" #include "Transform.hlsl" void VS(float4 iPos : POSITION, float3 iNormal : NORMAL, out float4 oPos : POSITION, out float3 oTexCoord : TEXCOORD0) { oPos = iPos; oTexCoord = iNormal; } void PS(float3 oTexCoord: TEXCOORD0, out float4 oColor : OUTCOLOR0) { 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 ); #ifndef D3D11 oColor = float4(tex2D( sDiffMap, lt ).rgb, 1.0); #else oColor = float4(tDiffMap.Sample(sDiffMap, lt).rgb, 1.0); #endif }