Memory leak, but otherwise working
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+57
-57
@@ -13,72 +13,72 @@ struct SkyboxData
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layout(set=1)
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ParameterBlock<SkyboxData> pSkyboxData;
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float3 vertices[] = {
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// Back
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float3(-512, -512, 512),
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float3(-512, 512, 512),
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float3( 512, -512, 512),
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float3( 512, -512, 512),
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float3(-512, 512, 512),
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float3( 512, 512, 512),
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// Front
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float3( 512, -512, -512),
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float3( 512, 512, -512),
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float3(-512, -512, -512),
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float3(-512, -512, -512),
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float3( 512, 512, -512),
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float3(-512, 512, -512),
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// Top
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float3(-512, -512, -512),
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float3(-512, -512, 512),
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float3( 512, -512, -512),
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float3( 512, -512, -512),
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float3(-512, -512, 512),
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float3( 512, -512, 512),
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// Bottom
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float3(-512, 512, 512),
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float3(-512, 512, -512),
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float3( 512, 512, 512),
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float3( 512, 512, 512),
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float3(-512, 512, -512),
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float3( 512, 512, -512),
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// Left
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float3(-512, -512, -512),
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float3(-512, 512, -512),
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float3(-512, -512, 512),
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float3(-512, -512, 512),
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float3(-512, 512, -512),
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float3(-512, 512, 512),
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// Right
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float3( 512, -512, 512),
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float3( 512, 512, 512),
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float3( 512, -512, -512),
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float3( 512, -512, -512),
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float3( 512, 512, 512),
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float3( 512, 512, -512),
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};
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[shader("vertex")]
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VertexShaderOutput vertexMain(
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uint vertexIndex : SV_VertexId)
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{
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const float3 vertices[] = {
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// Back
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float3(-512, -512, 512),
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float3(-512, 512, 512),
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float3( 512, -512, 512),
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float3( 512, -512, 512),
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float3(-512, 512, 512),
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float3( 512, 512, 512),
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// Front
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float3( 512, -512, -512),
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float3( 512, 512, -512),
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float3(-512, -512, -512),
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float3(-512, -512, -512),
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float3( 512, 512, -512),
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float3(-512, 512, -512),
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// Top
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float3(-512, -512, -512),
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float3(-512, -512, 512),
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float3( 512, -512, -512),
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float3( 512, -512, -512),
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float3(-512, -512, 512),
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float3( 512, -512, 512),
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// Bottom
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float3(-512, 512, 512),
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float3(-512, 512, -512),
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float3( 512, 512, 512),
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float3( 512, 512, 512),
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float3(-512, 512, -512),
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float3( 512, 512, -512),
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// Left
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float3(-512, -512, -512),
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float3(-512, 512, -512),
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float3(-512, -512, 512),
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float3(-512, -512, 512),
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float3(-512, 512, -512),
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float3(-512, 512, 512),
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// Right
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float3( 512, -512, 512),
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float3( 512, 512, 512),
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float3( 512, -512, -512),
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float3( 512, -512, -512),
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float3( 512, 512, 512),
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float3( 512, 512, -512),
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};
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VertexShaderOutput output;
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float3x3 cameraRotation = float3x3(pViewParams.viewMatrix);
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float4 worldPos = float4(mul(cameraRotation, vertices[vertexIndex]), 1.0f);
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//clip(dot(worldPos, clipPlane));
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output.clipPos = mul(pViewParams.projectionMatrix, worldPos);
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output.texCoords = normalize(input.position);
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output.texCoords = normalize(vertices[vertexIndex]);
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return output;
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}
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