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- #include "$ENGINE$\PPBase.bslinc"
- #include "$ENGINE$\ReflectionCubemapCommon.bslinc"
- Parameters =
- {
- int gCubeFace;
- SamplerCUBE gInputSamp : alias("gInputTex");
- TextureCUBE gInputTex;
- };
- Blocks =
- {
- Block Input;
- };
- Technique
- : inherits("PPBase")
- : inherits("ReflectionCubemapCommon") =
- {
- 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 = getDirFromCubeFace(gCubeFace, scaledUV);
-
- return gInputTex.Sample(gInputSamp, dir);
- }
- };
- };
- };
- Technique
- : inherits("PPBase")
- : inherits("ReflectionCubemapCommon") =
- {
- 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 = getDirFromCubeFace(gCubeFace, scaledUV);
- fragColor = texture(gInputTex, dir);
- }
- };
- };
- };
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