16 lines
362 B
HLSL
16 lines
362 B
HLSL
#include "globals.hlsli"
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struct VSOut_Sphere
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{
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float4 pos : SV_POSITION;
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float3 nor : TEXCOORD0;
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float3 pos3D : TEXCOORD1;
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};
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float4 main(VSOut_Sphere input) : SV_TARGET
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{
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float3 P = input.pos3D;
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float3 N = normalize(input.nor);
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float3 V = normalize(g_xCamera_CamPos - P);
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return float4(texture_env0.Sample(sampler_linear_clamp,-reflect(V, N)).rgb,1);
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} |