Skybox.bsl 1.0 KB

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  1. #include "$ENGINE$\PerCameraData.bslinc"
  2. Parameters =
  3. {
  4. SamplerCUBE gSkySamp : alias("gSkyTex");
  5. TextureCUBE gSkyTex;
  6. };
  7. Technique : inherits("PerCameraData") =
  8. {
  9. Language = "HLSL11";
  10. Pass =
  11. {
  12. Cull = CW;
  13. CompareFunc = LTE;
  14. DepthWrite = false;
  15. Vertex =
  16. {
  17. void main(
  18. in float3 inPos : POSITION,
  19. out float4 oPosition : SV_Position,
  20. out float3 oDir : TEXCOORD0)
  21. {
  22. float4 pos = mul(gMatViewProj, float4(inPos.xyz + gViewOrigin, 1));
  23. // Set Z = W so that final depth is 1.0f and it renders behind everything else
  24. oPosition = pos.xyww;
  25. oDir = inPos;
  26. }
  27. };
  28. Fragment =
  29. {
  30. TextureCube gSkyTex : register(t0);
  31. SamplerState gSkySamp : register(s0);
  32. cbuffer Params : register(b0)
  33. {
  34. float4 gClearColor;
  35. }
  36. float4 main(
  37. in float4 inPos : SV_Position,
  38. in float3 dir : TEXCOORD0) : SV_Target
  39. {
  40. #ifdef SOLID_COLOR
  41. return gClearColor;
  42. #else
  43. return gSkyTex.SampleLevel(gSkySamp, dir, 0);
  44. #endif
  45. }
  46. };
  47. };
  48. };