ReflectionCubeDownsample.bsl 651 B

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  1. #include "$ENGINE$\PPBase.bslinc"
  2. #include "$ENGINE$\ReflectionCubemapCommon.bslinc"
  3. Parameters =
  4. {
  5. int gCubeFace;
  6. SamplerCUBE gInputSamp : alias("gInputTex");
  7. TextureCUBE gInputTex;
  8. };
  9. Blocks =
  10. {
  11. Block Input;
  12. };
  13. Technique
  14. : inherits("PPBase")
  15. : inherits("ReflectionCubemapCommon") =
  16. {
  17. Pass =
  18. {
  19. Fragment =
  20. {
  21. cbuffer Input
  22. {
  23. int gCubeFace;
  24. }
  25. SamplerState gInputSamp;
  26. TextureCube gInputTex;
  27. float4 main(VStoFS input) : SV_Target0
  28. {
  29. float2 scaledUV = input.uv0 * 2.0f - 1.0f;
  30. float3 dir = getDirFromCubeFace(gCubeFace, scaledUV);
  31. return gInputTex.Sample(gInputSamp, dir);
  32. }
  33. };
  34. };
  35. };