/* 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 model; float4x4 invModel; float lodBias; int cubeMapIndex; }; ConstantBuffer ubo; SamplerCubeArray samplerCubeMapArray; [shader("vertex")] VSOutput vertexMain(VSInput input) { VSOutput output; output.UVW = input.Pos; output.UVW.xy *= -1.0; // Remove translation from view matrix float4x4 viewMat = ubo.model; viewMat[0][3] = 0.0; viewMat[1][3] = 0.0; viewMat[2][3] = 0.0; output.Pos = mul(ubo.projection, mul(viewMat, float4(input.Pos.xyz, 1.0))); return output; } [shader("fragment")] float4 fragmentMain(VSOutput input) { return samplerCubeMapArray.SampleLevel(float4(input.UVW, ubo.cubeMapIndex), ubo.lodBias); }