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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")]
VertexStageOutput vertexMain(
VertexShaderInput input)
{
VertexStageOutput output;
vec4 worldPos = 512 * vec4(input.position, 1.0f);
clip(dot(worldPos, clipPlane));
output.clipPos = gViewParams.projectionMatrix * gViewParams.viewMatrix * worldPos;
output.texCoords = position;
return output;
}
[[vk::push_constant]]
ConstantBuffer<float3> fogColor;
[[vk::push_constant]]
ConstantBuffer<float> blendFactor;
Texture3D cubeMap;
Texture3D cubeMap2;
SamplerState sampler;
const float lowerLimit = 0.0;
const float upperLimit = 0.1;
float4 fragMain(
VertexShaderOutput output)
{
float4 texture1 = cubeMap.Sample(sampler, output.texCoords);
float4 texture2 = cubeMap2.Sample(sampler, output.texCoords);
float4 finalColor = mix(texture1, texture2, blendFactor);
float factor = (input.texCoords.y - lowerLimit) / (upperLimit - lowerLimit);
factor = clamp(factor, 0.0, 1.0);
return = mix(vec4(fogColor, 1), finalColor, factor);
}