/* Copyright (c) 2025, Sascha Willems * * SPDX-License-Identifier: MIT * */ struct VSInput { float4 Pos; float2 UV; }; struct VSOutput { float4 Pos : SV_POSITION; float2 UV; }; struct UBO { float4x4 projection; float4x4 modelview; }; ConstantBuffer ubo; [shader("vertex")] VSOutput vertexMain(VSInput input) { VSOutput output; output.UV = input.UV; // Skysphere always at center, only use rotation part of modelview matrix output.Pos = mul(ubo.projection, float4(mul((float3x3)ubo.modelview, input.Pos.xyz), 1)); return output; } [shader("fragment")] float4 fragmentMain(VSOutput input) { const float4 gradientStart = float4(0.93, 0.9, 0.81, 1.0); const float4 gradientEnd = float4(0.35, 0.5, 1.0, 1.0); return lerp(gradientStart, gradientEnd, min(0.5 - (input.UV.y + 0.05), 0.5)/0.15 - 0.5); }