Add inverseModelView UBO to fix texturecubemap sample
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13c081664e
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11 changed files with 42 additions and 25 deletions
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@ -3,6 +3,16 @@
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TextureCube textureColor : register(t1);
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SamplerState samplerColor : 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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};
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cbuffer ubo : register(b0) { UBO ubo; }
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struct VSOutput
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{
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[[vk::location(0)]] float3 Pos : POSITION0;
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@ -16,7 +26,9 @@ float4 main(VSOutput input) : SV_TARGET
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{
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float3 cI = normalize (input.ViewVec);
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float3 cR = reflect (cI, normalize(input.Normal));
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cR.x *= -1;
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cR = mul(ubo.invModel, float4(cR, 0.0)).xyz;
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cR.x *= -1.0;
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float4 color = textureColor.SampleLevel(samplerColor, cR, input.LodBias);
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