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- #include "$ENGINE$\PPBase.bslinc"
- Parameters =
- {
- int gCubeFace;
- SamplerCUBE gInputSamp : alias("gInputTex");
- TextureCUBE gInputTex;
- };
- Blocks =
- {
- Block Input;
- };
- Technique : inherits("PPBase") =
- {
- Language = "HLSL11";
-
- Pass =
- {
- Fragment =
- {
- cbuffer Input
- {
- int gCubeFace;
- }
-
- SamplerState gInputSamp;
- TextureCube gInputTex;
- float4 main(VStoFS input) : SV_Target0
- {
- float2 scaledUV = input.uv0 * 2.0f - 1.0f;
-
- float3 dir;
- if(gCubeFace == 0)
- dir = float3(1.0f, -scaledUV.y, -scaledUV.x);
- else if(gCubeFace == 1)
- dir = float3(-1.0f, -scaledUV.y, scaledUV.x);
- else if(gCubeFace == 2)
- dir = float3(scaledUV.x, 1.0f, scaledUV.y);
- else if(gCubeFace == 3)
- dir = float3(scaledUV.x, -1.0f, -scaledUV.y);
- else if(gCubeFace == 4)
- dir = float3(scaledUV.x, -scaledUV.y, 1.0f);
- else
- dir = float3(-scaledUV.x, -scaledUV.y, -1.0f);
-
- return gInputTex.Sample(gInputSamp, dir);
- }
- };
- };
- };
- Technique : inherits("PPBase") =
- {
- Language = "GLSL";
-
- Pass =
- {
- Fragment =
- {
- in VStoFS
- {
- layout(location = 0) vec2 uv0;
- } FSInput;
-
- layout(location = 0) out vec4 fragColor;
-
- layout(binding = 0) uniform Input
- {
- int gCubeFace;
- };
-
- layout(binding = 1) uniform samplerCube gInputTex;
-
- void main()
- {
- vec2 scaledUV = FSInput.uv0 * 2.0f - 1.0f;
-
- vec3 dir;
- if(gCubeFace == 0)
- dir = vec3(1.0f, -scaledUV.y, -scaledUV.x);
- else if(gCubeFace == 1)
- dir = vec3(-1.0f, -scaledUV.y, scaledUV.x);
- else if(gCubeFace == 2)
- dir = vec3(scaledUV.x, 1.0f, scaledUV.y);
- else if(gCubeFace == 3)
- dir = vec3(scaledUV.x, -1.0f, -scaledUV.y);
- else if(gCubeFace == 4)
- dir = vec3(scaledUV.x, -scaledUV.y, 1.0f);
- else
- dir = vec3(-scaledUV.x, -scaledUV.y, -1.0f);
-
- fragColor = texture(gInputTex, dir);
- }
- };
- };
- };
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