ProcSky.hlsl 614 B

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  1. #include "Uniforms.hlsl"
  2. #include "Samplers.hlsl"
  3. #include "Transform.hlsl"
  4. void VS(float4 iPos : POSITION,
  5. float3 iNormal : NORMAL,
  6. out float4 oPos : POSITION,
  7. out float3 oTexCoord : TEXCOORD0)
  8. {
  9. oPos = iPos;
  10. oTexCoord = iNormal;
  11. }
  12. void PS(float3 oTexCoord: TEXCOORD0, out float4 oColor : OUTCOLOR0)
  13. {
  14. float3 V = normalize( oTexCoord ) + float3(0, 0.2 ,0);
  15. float2 lt = float2( (1.0 + normalize( V.xz ).y) / 2.0, 1.0 - normalize( V ).y );
  16. #ifndef D3D11
  17. oColor = float4(tex2D( sDiffMap, lt ).rgb, 1.0);
  18. #else
  19. oColor = float4(tDiffMap.Sample(sDiffMap, lt).rgb, 1.0);
  20. #endif
  21. }