ReflectionCubeDownsample.bsl 1.2 KB

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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. Language = "HLSL11";
  18. Pass =
  19. {
  20. Fragment =
  21. {
  22. cbuffer Input
  23. {
  24. int gCubeFace;
  25. }
  26. SamplerState gInputSamp;
  27. TextureCube gInputTex;
  28. float4 main(VStoFS input) : SV_Target0
  29. {
  30. float2 scaledUV = input.uv0 * 2.0f - 1.0f;
  31. float3 dir = getDirFromCubeFace(gCubeFace, scaledUV);
  32. return gInputTex.Sample(gInputSamp, dir);
  33. }
  34. };
  35. };
  36. };
  37. Technique
  38. : inherits("PPBase")
  39. : inherits("ReflectionCubemapCommon") =
  40. {
  41. Language = "GLSL";
  42. Pass =
  43. {
  44. Fragment =
  45. {
  46. in VStoFS
  47. {
  48. layout(location = 0) vec2 uv0;
  49. } FSInput;
  50. layout(location = 0) out vec4 fragColor;
  51. layout(binding = 0) uniform Input
  52. {
  53. int gCubeFace;
  54. };
  55. layout(binding = 1) uniform samplerCube gInputTex;
  56. void main()
  57. {
  58. vec2 scaledUV = FSInput.uv0 * 2.0f - 1.0f;
  59. vec3 dir = getDirFromCubeFace(gCubeFace, scaledUV);
  60. fragColor = texture(gInputTex, dir);
  61. }
  62. };
  63. };
  64. };