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-rw-r--r--tests/hlsl/dxsdk/HDRToneMappingCS11/BrightPassAndHorizFilterCS.hlsl64
-rw-r--r--tests/hlsl/dxsdk/HDRToneMappingCS11/DumpToTexture.hlsl29
-rw-r--r--tests/hlsl/dxsdk/HDRToneMappingCS11/FilterCS.hlsl73
-rw-r--r--tests/hlsl/dxsdk/HDRToneMappingCS11/FinalPass.hlsl79
-rw-r--r--tests/hlsl/dxsdk/HDRToneMappingCS11/PSApproach.hlsl129
-rw-r--r--tests/hlsl/dxsdk/HDRToneMappingCS11/ReduceTo1DCS.hlsl72
-rw-r--r--tests/hlsl/dxsdk/HDRToneMappingCS11/ReduceToSingleCS.hlsl63
-rw-r--r--tests/hlsl/dxsdk/HDRToneMappingCS11/skybox11.hlsl44
8 files changed, 0 insertions, 553 deletions
diff --git a/tests/hlsl/dxsdk/HDRToneMappingCS11/BrightPassAndHorizFilterCS.hlsl b/tests/hlsl/dxsdk/HDRToneMappingCS11/BrightPassAndHorizFilterCS.hlsl
deleted file mode 100644
index 3addeca08..000000000
--- a/tests/hlsl/dxsdk/HDRToneMappingCS11/BrightPassAndHorizFilterCS.hlsl
+++ /dev/null
@@ -1,64 +0,0 @@
-//TEST_IGNORE_FILE: Currently failing due to Slang compiler issues.
-//TEST:COMPARE_HLSL: -profile cs_4_0 -entry CSMain
-//--------------------------------------------------------------------------------------
-// File: BrightPassAndHorizFilterCS.hlsl
-//
-// The CS for bright pass and horizontal blur, used in CS path of
-// HDRToneMappingCS11 sample
-//
-// Copyright (c) Microsoft Corporation. All rights reserved.
-//--------------------------------------------------------------------------------------
-static const float MIDDLE_GRAY = 0.72f;
-static const float LUM_WHITE = 1.5f;
-static const float BRIGHT_THRESHOLD = 0.5f;
-
-Texture2D Input : register( t0 );
-StructuredBuffer<float> lum : register( t1 );
-RWStructuredBuffer<float4> Result : register( u0 );
-
-cbuffer cb0
-{
- float4 g_avSampleWeights[15];
- uint g_outputwidth;
- float g_inverse;
- int2 g_inputsize;
-}
-
-#define kernelhalf 7
-#define groupthreads 128
-groupshared float4 temp[groupthreads];
-
-[numthreads( groupthreads, 1, 1 )]
-void CSMain( uint3 Gid : SV_GroupID, uint GI : SV_GroupIndex )
-{
- int2 coord = int2( GI - kernelhalf + (groupthreads - kernelhalf * 2) * Gid.x, Gid.y );
- coord = coord.xy * 8 + int2(4, 3);
- coord = clamp( coord, int2(0, 0), int2(g_inputsize.x-1, g_inputsize.y-1) );
- float4 vColor = Input.Load( int3(coord, 0) );
-
- float fLum = lum[0]*g_inverse;
-
- // Bright pass and tone mapping
- vColor = max( 0.0f, vColor - BRIGHT_THRESHOLD );
- vColor *= MIDDLE_GRAY / (fLum + 0.001f);
- vColor *= (1.0f + vColor/LUM_WHITE);
- vColor /= (1.0f + vColor);
-
- temp[GI] = vColor;
-
- GroupMemoryBarrierWithGroupSync();
-
- // Horizontal blur
- if ( GI >= kernelhalf &&
- GI < (groupthreads - kernelhalf) &&
- ( (Gid.x * (groupthreads - 2 * kernelhalf) + GI - kernelhalf) < g_outputwidth) )
- {
- float4 vOut = 0;
-
- [unroll]
- for ( int i = -kernelhalf; i <= kernelhalf; ++i )
- vOut += temp[GI + i] * g_avSampleWeights[i + kernelhalf];
-
- Result[GI - kernelhalf + (groupthreads - kernelhalf * 2) * Gid.x + Gid.y * g_outputwidth] = float4(vOut.rgb, 1.0f);
- }
-}
diff --git a/tests/hlsl/dxsdk/HDRToneMappingCS11/DumpToTexture.hlsl b/tests/hlsl/dxsdk/HDRToneMappingCS11/DumpToTexture.hlsl
deleted file mode 100644
index f2d119eb5..000000000
--- a/tests/hlsl/dxsdk/HDRToneMappingCS11/DumpToTexture.hlsl
+++ /dev/null
@@ -1,29 +0,0 @@
-//TEST_IGNORE_FILE: Currently failing due to Slang compiler issues.
-//TEST:COMPARE_HLSL: -profile ps_4_0 -entry PSDump
-//--------------------------------------------------------------------------------------
-// File: DumpToTexture.hlsl
-//
-// The PS for converting CS output buffer to a texture, used in CS path of
-// HDRToneMappingCS11 sample
-//
-// Copyright (c) Microsoft Corporation. All rights reserved.
-//--------------------------------------------------------------------------------------
-StructuredBuffer<float4> buffer : register( t0 );
-
-struct QuadVS_Output
-{
- float4 Pos : SV_POSITION;
- float2 Tex : TEXCOORD0;
-};
-
-cbuffer cbPS : register( b0 )
-{
- uint4 g_param;
-};
-
-float4 PSDump( QuadVS_Output Input ) : SV_TARGET
-{
- // To calculate the buffer offset, it is natural to use the screen space coordinates,
- // Input.Pos is the screen space coordinates of the pixel being written
- return buffer[ (Input.Pos.x - 0.5) + (Input.Pos.y - 0.5) * g_param.x ];
-}
diff --git a/tests/hlsl/dxsdk/HDRToneMappingCS11/FilterCS.hlsl b/tests/hlsl/dxsdk/HDRToneMappingCS11/FilterCS.hlsl
deleted file mode 100644
index e21b97e30..000000000
--- a/tests/hlsl/dxsdk/HDRToneMappingCS11/FilterCS.hlsl
+++ /dev/null
@@ -1,73 +0,0 @@
-//TEST_IGNORE_FILE: Currently failing due to Slang compiler issues.
-//TEST:COMPARE_HLSL: -profile cs_4_0 -entry CSVerticalFilter -entry CSHorizFilter
-//--------------------------------------------------------------------------------------
-// File: FilterCS.hlsl
-//
-// The CSs for doing vertical and horizontal blur, used in CS path of
-// HDRToneMappingCS11 sample
-//
-// Copyright (c) Microsoft Corporation. All rights reserved.
-//--------------------------------------------------------------------------------------
-StructuredBuffer<float4> InputBuf : register( t0 );
-Texture2D InputTex : register( t1 );
-RWStructuredBuffer<float4> Result : register( u0 );
-
-cbuffer cb0
-{
- float4 g_avSampleWeights[15];
- int2 g_outputsize;
- int2 g_inputsize;
-}
-
-#define kernelhalf 7
-#define groupthreads 128
-groupshared float4 temp[groupthreads];
-
-[numthreads( groupthreads, 1, 1 )]
-void CSVerticalFilter( uint3 Gid : SV_GroupID, uint GI : SV_GroupIndex )
-{
- int offsety = GI - kernelhalf + (groupthreads - kernelhalf * 2) * Gid.y;
- offsety = clamp( offsety, 0, g_inputsize.y-1 );
- int offset = Gid.x + offsety * g_inputsize.x;
- temp[GI] = InputBuf[offset];
-
- GroupMemoryBarrierWithGroupSync();
-
- // Vertical blur
- if ( GI >= kernelhalf &&
- GI < (groupthreads - kernelhalf) &&
- ( (GI - kernelhalf + (groupthreads - kernelhalf * 2) * Gid.y) < g_outputsize.y) )
- {
- float4 vOut = 0;
-
- [unroll]
- for ( int i = -kernelhalf; i <= kernelhalf; ++i )
- vOut += temp[GI + i] * g_avSampleWeights[i + kernelhalf];
-
- Result[Gid.x + (GI - kernelhalf + (groupthreads - kernelhalf * 2) * Gid.y) * g_outputsize.x] = float4(vOut.rgb, 1.0f);
- }
-}
-
-[numthreads( groupthreads, 1, 1 )]
-void CSHorizFilter( uint3 Gid : SV_GroupID, uint GI : SV_GroupIndex )
-{
- int2 coord = int2( GI - kernelhalf + (groupthreads - kernelhalf * 2) * Gid.x, Gid.y );
- coord = clamp( coord, int2(0, 0), int2(g_inputsize.x-1, g_inputsize.y-1) );
- temp[GI] = InputTex.Load( int3(coord, 0) );
-
- GroupMemoryBarrierWithGroupSync();
-
- // Horizontal blur
- if ( GI >= kernelhalf &&
- GI < (groupthreads - kernelhalf) &&
- ( (Gid.x * (groupthreads - 2 * kernelhalf) + GI - kernelhalf) < g_outputsize.x) )
- {
- float4 vOut = 0;
-
- [unroll]
- for ( int i = -kernelhalf; i <= kernelhalf; ++i )
- vOut += temp[GI + i] * g_avSampleWeights[i + kernelhalf];
-
- Result[GI - kernelhalf + (groupthreads - kernelhalf * 2) * Gid.x + Gid.y * g_outputsize.x] = float4(vOut.rgb, 1.0f);
- }
-}
diff --git a/tests/hlsl/dxsdk/HDRToneMappingCS11/FinalPass.hlsl b/tests/hlsl/dxsdk/HDRToneMappingCS11/FinalPass.hlsl
deleted file mode 100644
index f5a49d2eb..000000000
--- a/tests/hlsl/dxsdk/HDRToneMappingCS11/FinalPass.hlsl
+++ /dev/null
@@ -1,79 +0,0 @@
-//TEST_IGNORE_FILE: Currently failing due to Slang compiler issues.
-//TEST:COMPARE_HLSL: -profile vs_4_0 -entry QuadVS -profile ps_4_0 -entry PSFinalPass -entry PSFinalPassForCPUReduction
-//--------------------------------------------------------------------------------------
-// File: FinalPass.hlsl
-//
-// The PSs for doing tone-mapping based on the input luminance, used in CS path of
-// HDRToneMappingCS11 sample
-//
-// Copyright (c) Microsoft Corporation. All rights reserved.
-//--------------------------------------------------------------------------------------
-struct QuadVS_Input
-{
- float4 Pos : POSITION;
- float2 Tex : TEXCOORD0;
-};
-
-struct QuadVS_Output
-{
- float4 Pos : SV_POSITION;
- float2 Tex : TEXCOORD0;
-};
-
-QuadVS_Output QuadVS( QuadVS_Input Input )
-{
- QuadVS_Output Output;
- Output.Pos = Input.Pos;
- Output.Tex = Input.Tex;
- return Output;
-}
-
-Texture2D<float4> tex : register( t0 );
-StructuredBuffer<float> lum : register( t1 );
-Texture2D<float4> bloom : register( t2 );
-
-SamplerState PointSampler : register (s0);
-SamplerState LinearSampler : register (s1);
-
-
-static const float MIDDLE_GRAY = 0.72f;
-static const float LUM_WHITE = 1.5f;
-
-cbuffer cbPS : register( b0 )
-{
- float4 g_param;
-};
-
-float4 PSFinalPass( QuadVS_Output Input ) : SV_TARGET
-{
- float4 vColor = tex.Sample( PointSampler, Input.Tex );
- float fLum = lum[0]*g_param.x;
- float3 vBloom = bloom.Sample( LinearSampler, Input.Tex );
-
- // Tone mapping
- vColor.rgb *= MIDDLE_GRAY / (fLum + 0.001f);
- vColor.rgb *= (1.0f + vColor/LUM_WHITE);
- vColor.rgb /= (1.0f + vColor);
-
- vColor.rgb += 0.6f * vBloom;
- vColor.a = 1.0f;
-
- return vColor;
-}
-
-float4 PSFinalPassForCPUReduction( QuadVS_Output Input ) : SV_TARGET
-{
- float4 vColor = tex.Sample( PointSampler, Input.Tex );
- float fLum = g_param.x;
- float3 vBloom = bloom.Sample( LinearSampler, Input.Tex );
-
- // Tone mapping
- vColor.rgb *= MIDDLE_GRAY / (fLum + 0.001f);
- vColor.rgb *= (1.0f + vColor/LUM_WHITE);
- vColor.rgb /= (1.0f + vColor);
-
- vColor.rgb += 0.6f * vBloom;
- vColor.a = 1.0f;
-
- return vColor;
-}
diff --git a/tests/hlsl/dxsdk/HDRToneMappingCS11/PSApproach.hlsl b/tests/hlsl/dxsdk/HDRToneMappingCS11/PSApproach.hlsl
deleted file mode 100644
index 3f16b2449..000000000
--- a/tests/hlsl/dxsdk/HDRToneMappingCS11/PSApproach.hlsl
+++ /dev/null
@@ -1,129 +0,0 @@
-//TEST_IGNORE_FILE: Currently failing due to Slang compiler issues.
-//TEST:COMPARE_HLSL: -profile ps_4_0 -entry DownScale2x2_Lum -entry DownScale3x3 -entry FinalPass -entry DownScale3x3_BrightPass -entry Bloom
-//--------------------------------------------------------------------------------------
-// File: PSApproach.hlsl
-//
-// The PSs for doing post-processing, used in PS path of
-// HDRToneMappingCS11 sample
-//
-// Copyright (c) Microsoft Corporation. All rights reserved.
-//--------------------------------------------------------------------------------------
-static const float4 LUM_VECTOR = float4(.299, .587, .114, 0);
-static const float MIDDLE_GRAY = 0.72f;
-static const float LUM_WHITE = 1.5f;
-static const float BRIGHT_THRESHOLD = 0.5f;
-
-SamplerState PointSampler : register (s0);
-SamplerState LinearSampler : register (s1);
-
-struct QuadVS_Output
-{
- float4 Pos : SV_POSITION;
- float2 Tex : TEXCOORD0;
-};
-
-Texture2D s0 : register(t0);
-Texture2D s1 : register(t1);
-Texture2D s2 : register(t2);
-
-float4 DownScale2x2_Lum ( QuadVS_Output Input ) : SV_TARGET
-{
- float4 vColor = 0.0f;
- float fAvg = 0.0f;
-
- for( int y = -1; y < 1; y++ )
- {
- for( int x = -1; x < 1; x++ )
- {
- // Compute the sum of color values
- vColor = s0.Sample( PointSampler, Input.Tex, int2(x,y) );
-
- fAvg += dot( vColor, LUM_VECTOR );
- }
- }
-
- fAvg /= 4;
-
- return float4(fAvg, fAvg, fAvg, 1.0f);
-}
-
-float4 DownScale3x3( QuadVS_Output Input ) : SV_TARGET
-{
- float fAvg = 0.0f;
- float4 vColor;
-
- for( int y = -1; y <= 1; y++ )
- {
- for( int x = -1; x <= 1; x++ )
- {
- // Compute the sum of color values
- vColor = s0.Sample( PointSampler, Input.Tex, int2(x,y) );
-
- fAvg += vColor.r;
- }
- }
-
- // Divide the sum to complete the average
- fAvg /= 9;
-
- return float4(fAvg, fAvg, fAvg, 1.0f);
-}
-
-float4 FinalPass( QuadVS_Output Input ) : SV_TARGET
-{
- //float4 vColor = 0;
- float4 vColor = s0.Sample( PointSampler, Input.Tex );
- float4 vLum = s1.Sample( PointSampler, float2(0,0) );
- float3 vBloom = s2.Sample( LinearSampler, Input.Tex );
-
- // Tone mapping
- vColor.rgb *= MIDDLE_GRAY / (vLum.r + 0.001f);
- vColor.rgb *= (1.0f + vColor/LUM_WHITE);
- vColor.rgb /= (1.0f + vColor);
-
- vColor.rgb += 0.6f * vBloom;
- vColor.a = 1.0f;
-
- return vColor;
-}
-
-float4 DownScale3x3_BrightPass( QuadVS_Output Input ) : SV_TARGET
-{
- float3 vColor = 0.0f;
- float4 vLum = s1.Sample( PointSampler, float2(0, 0) );
- float fLum = vLum.r;
-
- vColor = s0.Sample( PointSampler, Input.Tex ).rgb;
-
- // Bright pass and tone mapping
- vColor = max( 0.0f, vColor - BRIGHT_THRESHOLD );
- vColor *= MIDDLE_GRAY / (fLum + 0.001f);
- vColor *= (1.0f + vColor/LUM_WHITE);
- vColor /= (1.0f + vColor);
-
- return float4(vColor, 1.0f);
-}
-
-cbuffer cb0
-{
- float2 g_avSampleOffsets[15];
- float4 g_avSampleWeights[15];
-}
-
-float4 Bloom( QuadVS_Output Input ) : SV_TARGET
-{
- float4 vSample = 0.0f;
- float4 vColor = 0.0f;
- float2 vSamplePosition;
-
- for( int iSample = 0; iSample < 15; iSample++ )
- {
- // Sample from adjacent points
- vSamplePosition = Input.Tex + g_avSampleOffsets[iSample];
- vColor = s0.Sample( PointSampler, vSamplePosition);
-
- vSample += g_avSampleWeights[iSample]*vColor;
- }
-
- return vSample;
-}
diff --git a/tests/hlsl/dxsdk/HDRToneMappingCS11/ReduceTo1DCS.hlsl b/tests/hlsl/dxsdk/HDRToneMappingCS11/ReduceTo1DCS.hlsl
deleted file mode 100644
index 1316250d5..000000000
--- a/tests/hlsl/dxsdk/HDRToneMappingCS11/ReduceTo1DCS.hlsl
+++ /dev/null
@@ -1,72 +0,0 @@
-//TEST_IGNORE_FILE: Currently failing due to Slang compiler issues.
-//TEST:COMPARE_HLSL: -profile cs_4_0 -entry CSMain
-//-----------------------------------------------------------------------------
-// File: ReduceTo1DCS.hlsl
-//
-// Desc: Reduce an input Texture2D to a buffer
-//
-// Copyright (c) Microsoft Corporation. All rights reserved.
-//-----------------------------------------------------------------------------
-Texture2D Input : register( t0 );
-RWStructuredBuffer<float> Result : register( u0 );
-
-cbuffer cbCS : register( b0 )
-{
- uint4 g_param; // (g_param.x, g_param.y) is the x and y dimensions of the Dispatch call
- // (g_param.z, g_param.w) is the size of the above Input Texture2D
-};
-
-//#define CS_FULL_PIXEL_REDUCITON // Defining this or not must be the same as in HDRToneMappingCS11.cpp
-
-#define blocksize 8
-#define blocksizeY 8
-#define groupthreads (blocksize*blocksizeY)
-groupshared float accum[groupthreads];
-
-static const float4 LUM_VECTOR = float4(.299, .587, .114, 0);
-
-[numthreads(blocksize,blocksizeY,1)]
-void CSMain( uint3 Gid : SV_GroupID, uint3 DTid : SV_DispatchThreadID, uint3 GTid : SV_GroupThreadID, uint GI : SV_GroupIndex )
-{
- float4 s =
-#ifdef CS_FULL_PIXEL_REDUCITON
- Input.Load( uint3(DTid.xy , 0) )+
- Input.Load( uint3(DTid.xy + uint2(blocksize*g_param.x, 0), 0) ) +
- Input.Load( uint3(DTid.xy + uint2(0, blocksizeY*g_param.y), 0) ) +
- Input.Load( uint3(DTid.xy + uint2(blocksize*g_param.x, blocksizeY*g_param.y), 0) );
-#else
- Input.Load( uint3((float)DTid.x/81.0f*g_param.z, (float)DTid.y/81.0f*g_param.w, 0) );
-#endif
-
- accum[GI] = dot( s, LUM_VECTOR );
-
- // Parallel reduction algorithm follows
- GroupMemoryBarrierWithGroupSync();
- if ( GI < 32 )
- accum[GI] += accum[32+GI];
-
- GroupMemoryBarrierWithGroupSync();
- if ( GI < 16 )
- accum[GI] += accum[16+GI];
-
- GroupMemoryBarrierWithGroupSync();
- if ( GI < 8 )
- accum[GI] += accum[8+GI];
-
- GroupMemoryBarrierWithGroupSync();
- if ( GI < 4 )
- accum[GI] += accum[4+GI];
-
- GroupMemoryBarrierWithGroupSync();
- if ( GI < 2 )
- accum[GI] += accum[2+GI];
-
- GroupMemoryBarrierWithGroupSync();
- if ( GI < 1 )
- accum[GI] += accum[1+GI];
-
- if ( GI == 0 )
- {
- Result[Gid.y*g_param.x+Gid.x] = accum[0];
- }
-}
diff --git a/tests/hlsl/dxsdk/HDRToneMappingCS11/ReduceToSingleCS.hlsl b/tests/hlsl/dxsdk/HDRToneMappingCS11/ReduceToSingleCS.hlsl
deleted file mode 100644
index 73857a6bb..000000000
--- a/tests/hlsl/dxsdk/HDRToneMappingCS11/ReduceToSingleCS.hlsl
+++ /dev/null
@@ -1,63 +0,0 @@
-//TEST_DISABLED:COMPARE_HLSL:-no-mangle -profile cs_4_0 -entry CSMain
-//-----------------------------------------------------------------------------
-// File: ReduceToSingleCS.hlsl
-//
-// Desc: Reduce an input buffer by a factor of groupthreads
-//
-// Copyright (c) Microsoft Corporation. All rights reserved.
-//-----------------------------------------------------------------------------
-
-StructuredBuffer<float> Input : register( t0 );
-RWStructuredBuffer<float> Result : register( u0 );
-
-cbuffer cbCS : register( b0 )
-{
- uint4 g_param; // g_param.x is the actual elements contained in Input
- // g_param.y is the x dimension of the Dispatch call
-};
-
-#define groupthreads 128
-groupshared float accum[groupthreads];
-
-[numthreads(groupthreads,1,1)]
-void CSMain( uint3 Gid : SV_GroupID, uint3 DTid : SV_DispatchThreadID, uint3 GTid : SV_GroupThreadID, uint GI : SV_GroupIndex )
-{
- if ( DTid.x < g_param.x )
- accum[GI] = Input[DTid.x];
- else
- accum[GI] = 0;
-
- // Parallel reduction algorithm follows
- GroupMemoryBarrierWithGroupSync();
- if ( GI < 64 )
- accum[GI] += accum[64+GI];
-
- GroupMemoryBarrierWithGroupSync();
- if ( GI < 32 )
- accum[GI] += accum[32+GI];
-
- GroupMemoryBarrierWithGroupSync();
- if ( GI < 16 )
- accum[GI] += accum[16+GI];
-
- GroupMemoryBarrierWithGroupSync();
- if ( GI < 8 )
- accum[GI] += accum[8+GI];
-
- GroupMemoryBarrierWithGroupSync();
- if ( GI < 4 )
- accum[GI] += accum[4+GI];
-
- GroupMemoryBarrierWithGroupSync();
- if ( GI < 2 )
- accum[GI] += accum[2+GI];
-
- GroupMemoryBarrierWithGroupSync();
- if ( GI < 1 )
- accum[GI] += accum[1+GI];
-
- if ( GI == 0 )
- {
- Result[Gid.x] = accum[0];
- }
-}
diff --git a/tests/hlsl/dxsdk/HDRToneMappingCS11/skybox11.hlsl b/tests/hlsl/dxsdk/HDRToneMappingCS11/skybox11.hlsl
deleted file mode 100644
index a0e44ba95..000000000
--- a/tests/hlsl/dxsdk/HDRToneMappingCS11/skybox11.hlsl
+++ /dev/null
@@ -1,44 +0,0 @@
-//TEST_IGNORE_FILE: Currently failing due to Slang compiler issues.
-//TEST:COMPARE_HLSL: -profile vs_4_0 -entry SkyboxVS -profile ps_4_0 -entry SkyboxPS
-//-----------------------------------------------------------------------------
-// File: SkyBox11.hlsl
-//
-// Desc:
-//
-// Copyright (c) Microsoft Corporation. All rights reserved.
-//-----------------------------------------------------------------------------
-
-cbuffer cbPerObject : register( b0 )
-{
- row_major matrix g_mWorldViewProjection : packoffset( c0 );
-}
-
-TextureCube g_EnvironmentTexture : register( t0 );
-SamplerState g_sam : register( s0 );
-
-struct SkyboxVS_Input
-{
- float4 Pos : POSITION;
-};
-
-struct SkyboxVS_Output
-{
- float4 Pos : SV_POSITION;
- float3 Tex : TEXCOORD0;
-};
-
-SkyboxVS_Output SkyboxVS( SkyboxVS_Input Input )
-{
- SkyboxVS_Output Output;
-
- Output.Pos = Input.Pos;
- Output.Tex = normalize( mul(Input.Pos, g_mWorldViewProjection) );
-
- return Output;
-}
-
-float4 SkyboxPS( SkyboxVS_Output Input ) : SV_TARGET
-{
- float4 color = g_EnvironmentTexture.Sample( g_sam, Input.Tex );
- return color;
-}