procedural-3d-engine/shaders/hlsl/bloom/skybox.frag

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// Copyright 2020 Google LLC
TextureCube textureCubeMap : register(t1);
SamplerState samplerCubeMap : register(s1);
float4 main([[vk::location(0)]] float3 inUVW : NORMAL0) : SV_TARGET
{
return textureCubeMap.Sample(samplerCubeMap, inUVW);
}