// Copyright 2020 Google LLC TextureCube shadowCubeMapTexture : register(t1); SamplerState shadowCubeMapSampler : register(s1); float4 main([[vk::location(0)]] float2 inUV : TEXCOORD0) : SV_TARGET { float4 outFragColor = float4(0, 0, 0, 0); outFragColor.rgb = float3(0.05, 0.05, 0.05); float3 samplePos = float3(0, 0, 0); // Crude statement to visualize different cube map faces based on UV coordinates int x = int(floor(inUV.x / 0.25f)); int y = int(floor(inUV.y / (1.0 / 3.0))); if (y == 1) { float2 uv = float2(inUV.x * 4.0f, (inUV.y - 1.0/3.0) * 3.0); uv = 2.0 * float2(uv.x - float(x) * 1.0, uv.y) - 1.0; switch (x) { case 0: // NEGATIVE_X samplePos = float3(-1.0f, uv.y, uv.x); break; case 1: // POSITIVE_Z samplePos = float3(uv.x, uv.y, 1.0f); break; case 2: // POSITIVE_X samplePos = float3(1.0, uv.y, -uv.x); break; case 3: // NEGATIVE_Z samplePos = float3(-uv.x, uv.y, -1.0f); break; } } else { if (x == 1) { float2 uv = float2((inUV.x - 0.25) * 4.0, (inUV.y - float(y) / 3.0) * 3.0); uv = 2.0 * uv - 1.0; switch (y) { case 0: // NEGATIVE_Y samplePos = float3(uv.x, -1.0f, uv.y); break; case 2: // POSITIVE_Y samplePos = float3(uv.x, 1.0f, -uv.y); break; } } } if ((samplePos.x != 0.0f) && (samplePos.y != 0.0f)) { float dist = length(shadowCubeMapTexture.Sample(shadowCubeMapSampler, samplePos).xyz) * 0.005; outFragColor = float4(dist.xxx, 1.0); } return outFragColor; }