20 lines
466 B
GLSL
20 lines
466 B
GLSL
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// Copyright 2020 Google LLC
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TextureCubeArray textureCubeMapArray : register(t1);
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SamplerState samplerCubeMapArray : register(s1);
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struct UBO
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{
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float4x4 projection;
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float4x4 model;
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float4x4 invModel;
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float lodBias;
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int cubeMapIndex;
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};
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cbuffer ubo : register(b0) { UBO ubo; }
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float4 main([[vk::location(0)]] float3 inUVW : TEXCOORD0) : SV_TARGET
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{
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return textureCubeMapArray.SampleLevel(samplerCubeMapArray, float4(inUVW, ubo.cubeMapIndex), ubo.lodBias);
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}
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