49 lines
916 B
Text
49 lines
916 B
Text
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/* Copyright (c) 2025, Sascha Willems
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*
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* SPDX-License-Identifier: MIT
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*
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*/
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struct VSInput
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{
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float3 Pos;
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};
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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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float3 UVW;
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};
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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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ConstantBuffer<UBO> ubo;
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SamplerCubeArray samplerCubeMapArray;
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[shader("vertex")]
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VSOutput vertexMain(VSInput input)
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{
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VSOutput output;
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output.UVW = input.Pos;
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output.UVW.xy *= -1.0;
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// Remove translation from view matrix
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float4x4 viewMat = ubo.model;
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viewMat[0][3] = 0.0;
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viewMat[1][3] = 0.0;
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viewMat[2][3] = 0.0;
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output.Pos = mul(ubo.projection, mul(viewMat, float4(input.Pos.xyz, 1.0)));
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return output;
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}
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[shader("fragment")]
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float4 fragmentMain(VSOutput input)
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{
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return samplerCubeMapArray.SampleLevel(float4(input.UVW, ubo.cubeMapIndex), ubo.lodBias);
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}
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