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Seele/res/shaders/Skybox.slang
T

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import Common;
struct VertexShaderInput
{
float3 position;
};
struct VertexShaderOutput
{
float4 clipPos : SV_Position;
float3 texCoords;
};
[[vk::push_constant]]
ConstantBuffer<float4x4> transformMatrix;
[shader("vertex")]
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VertexShaderOutput vertexMain(
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VertexShaderInput input)
{
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VertexShaderOutput output;
float3x3 cameraRotation = float3x3(gViewParams.viewMatrix);
float4 worldPos = float4(mul(cameraRotation, input.position), 1.0f);
//clip(dot(worldPos, clipPlane));
output.clipPos = mul(gViewParams.projectionMatrix, worldPos);
output.texCoords = normalize(input.position);
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return output;
}
[[vk::push_constant]]
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ConstantBuffer<float4> fogBlend;
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layout(set = 0, binding = 1)
TextureCube cubeMap;
layout(set = 0, binding = 2)
TextureCube cubeMap2;
layout(set = 0, binding = 3)
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SamplerState sampler;
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static const float lowerLimit = 0.0;
static const float upperLimit = 0.1;
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[shader("fragment")]
float4 fragmentMain(
VertexShaderOutput output) : SV_Target
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{
float4 texture1 = cubeMap.Sample(sampler, output.texCoords);
float4 texture2 = cubeMap2.Sample(sampler, output.texCoords);
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float4 finalColor = lerp(texture1, texture2, fogBlend.w);
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float factor = (output.texCoords.y - lowerLimit) / (upperLimit - lowerLimit);
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factor = clamp(factor, 0.0, 1.0);
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return lerp(float4(fogBlend.xyz, 1), finalColor, factor);
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}