46 lines
853 B
HLSL
46 lines
853 B
HLSL
#include "Macros.fxh"
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DECLARE_CUBEMAP(skybox, 0);
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BEGIN_CONSTANTS
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float4x4 ViewProjection _vs(c0) _cb(c0);
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END_CONSTANTS
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struct VertexShaderInput
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{
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float3 Position : POSITION;
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};
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struct VertexShaderOutput
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{
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float4 Position : SV_POSITION;
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float3 TexCoord : TEXCOORD;
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};
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VertexShaderOutput main_vs(VertexShaderInput input)
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{
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VertexShaderOutput output;
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output.Position = mul(float4(input.Position, 1.0), ViewProjection);
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output.Position = output.Position.xyww;
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output.TexCoord = input.Position;
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return output;
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}
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float4 main_ps(VertexShaderOutput input) : SV_TARGET0
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{
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return SAMPLE_CUBEMAP(skybox, input.TexCoord);
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}
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Technique Skybox
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{
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Pass
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{
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VertexShader = compile vs_3_0 main_vs();
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PixelShader = compile ps_3_0 main_ps();
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}
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}
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