#include "$ENGINE$\PPBase.bslinc" #include "$ENGINE$\ReflectionCubemapCommon.bslinc" technique ReflectionCubeDownsample { mixin PPBase; mixin ReflectionCubemapCommon; code { [internal] cbuffer Input { int gCubeFace; } SamplerState gInputSamp; TextureCube gInputTex; float4 fsmain(VStoFS input) : SV_Target0 { float2 scaledUV = input.uv0 * 2.0f - 1.0f; float3 dir = getDirFromCubeFace(gCubeFace, scaledUV); return gInputTex.Sample(gInputSamp, dir); } }; };