/* Copyright (c) 2025, Sascha Willems * * SPDX-License-Identifier: MIT * */ struct VSInput { float3 Pos; } struct VSOutput { float4 Pos : SV_POSITION; float3 UVW; }; struct UBO { float4x4 projection; float4x4 view; float4x4 model; }; ConstantBuffer ubo; SamplerCube samplerCubeMap; [shader("vertex")] VSOutput vertexMain(VSInput input) { VSOutput output; output.UVW = input.Pos; output.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, float4(input.Pos.xyz, 1.0)))); return output; } [shader("fragment")] float4 fragmentMain(VSOutput input) { return samplerCubeMap.Sample(input.UVW); }