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- #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
- }
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