compiles again
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+17
-17
@@ -10,9 +10,12 @@ struct VertexShaderOutput
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float4 clipPos : SV_Position;
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float3 texCoords;
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};
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[[vk::push_constant]]
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ConstantBuffer<float4x4> transformMatrix;
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struct SkyboxData
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{
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float4x4 transformMatrix;
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float4 fogBlend;
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};
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ParameterBuffer<SkyboxData> gSkyboxData;
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[shader("vertex")]
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VertexShaderOutput vertexMain(
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@@ -27,16 +30,13 @@ VertexShaderOutput vertexMain(
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return output;
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}
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[[vk::push_constant]]
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ConstantBuffer<float4> fogBlend;
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layout(set = 0, binding = 1)
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TextureCube cubeMap;
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layout(set = 0, binding = 2)
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TextureCube cubeMap2;
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layout(set = 0, binding = 3)
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SamplerState sampler;
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struct TextureData
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{
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TextureCube cubeMap;
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TextureCube cubeMap2;
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SamplerState sampler;
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};
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ParameterBuffer<TextureData> textures;
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static const float lowerLimit = 0.0;
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static const float upperLimit = 0.1;
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@@ -44,11 +44,11 @@ static const float upperLimit = 0.1;
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float4 fragmentMain(
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VertexShaderOutput output) : SV_Target
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{
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float4 texture1 = cubeMap.Sample(sampler, output.texCoords);
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float4 texture2 = cubeMap2.Sample(sampler, output.texCoords);
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float4 finalColor = lerp(texture1, texture2, fogBlend.w);
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float4 texture1 = textures.cubeMap.Sample(textures.sampler, output.texCoords);
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float4 texture2 = textures.cubeMap2.Sample(textures.sampler, output.texCoords);
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float4 finalColor = lerp(texture1, texture2, gSkyboxData.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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return lerp(float4(gSkyboxData.fogBlend.xyz, 1), finalColor, factor);
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}
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