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- #include "Uniforms.hlsl"
- #include "Samplers.hlsl"
- #include "Transform.hlsl"
- void VS(float4 iPos : POSITION,
- #ifdef INSTANCED
- float4x3 iModelInstance : TEXCOORD4,
- #endif
- out float3 oTexCoord : TEXCOORD0,
- out float4 oPos : OUTPOSITION)
- {
- #ifdef IGNORENODETRANSFORM
- float4x3 modelMatrix = { float3(1.0, 0.0, 0.0), float3(0.0, 1.0, 0.0), float3(0.0, 0.0, 1.0), cViewInv[3] };
- #else
- float4x3 modelMatrix = iModelMatrix;
- #endif
- float3 worldPos = GetWorldPos(modelMatrix);
- oPos = GetClipPos(worldPos);
- oPos.z = oPos.w;
- oTexCoord = iPos.xyz;
- }
- void PS(float3 iTexCoord : TEXCOORD0,
- out float4 oColor : OUTCOLOR0)
- {
- float4 sky = cMatDiffColor * SampleCube(DiffCubeMap, iTexCoord);
- #ifdef HDRSCALE
- sky = pow(sky + clamp((cAmbientColor.a - 1.0) * 0.1, 0.0, 0.25), max(cAmbientColor.a, 1.0)) * clamp(cAmbientColor.a, 0.0, 1.0);
- #endif
- oColor = sky;
- }
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