skybox.hlsl
src/4.advanced_d3d11/6.1.cubemaps/skybox.hlsl · 35 lines
#pragma pack_matrix(row_major)
cbuffer transforms : register(b0)
{
float4x4 model;
float4x4 normal_matrix;
float4x4 view;
float4x4 projection;
float3 view_position;
};
TextureCube sky : register(t0);
SamplerState linear_wrap : register(s0);
struct sky_vertex
{
float4 position : SV_Position;
float3 direction : DIRECTION;
};
sky_vertex vs_main(float3 position : POSITION)
{
sky_vertex o;
// The cube's corners double as the directions to look up.
o.direction = position;
float4 clip = mul(projection, mul(view, float4(position, 1.0)));
// z = w: after the divide, depth is exactly 1, the far plane.
o.position = clip.xyww;
return o;
}
float4 ps_main(sky_vertex p) : SV_Target
{
return float4(sky.Sample(linear_wrap, p.direction).rgb, 1.0);
}