Files
Seele/res/shaders/Skybox.slang
T

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import Common;
const static float3 vertices[] = {
// Right
float3(512, -512, 512),
float3(512, 512, 512),
float3(512, -512, -512),
float3(512, -512, -512),
float3(512, 512, 512),
float3(512, 512, -512),
// Left
float3(-512, -512, -512),
float3(-512, 512, -512),
float3(-512, -512, 512),
float3(-512, -512, 512),
float3(-512, 512, -512),
float3(-512, 512, 512),
// Bottom
float3(-512, 512, 512),
float3(-512, 512, -512),
float3(512, 512, 512),
float3(512, 512, 512),
float3(-512, 512, -512),
float3(512, 512, -512),
// Top
float3(-512, -512, -512),
float3(-512, -512, 512),
float3(512, -512, -512),
float3(512, -512, -512),
float3(-512, -512, 512),
float3(512, -512, 512),
// Front
float3(512, -512, -512),
float3(512, 512, -512),
float3(-512, -512, -512),
float3(-512, -512, -512),
float3(512, 512, -512),
float3(-512, 512, -512),
// Back
float3(-512, -512, 512),
float3(-512, 512, 512),
float3(512, -512, 512),
float3(512, -512, 512),
float3(-512, 512, 512),
float3(512, 512, 512),
};
struct VertexShaderOutput
{
float4 clipPos : SV_Position;
float3 texCoords;
};
struct SkyboxData
{
float4x4 transformMatrix;
float4 fogBlend;
};
ParameterBlock<SkyboxData> pSkyboxData;
[shader("vertex")]
VertexShaderOutput vertexMain(
uint vertexIndex : SV_VertexId)
{
VertexShaderOutput output;
float3x3 cameraRotation = float3x3(pViewParams.viewMatrix);
float4 worldPos = float4(mul(cameraRotation, vertices[vertexIndex]), 1.0f);
//clip(dot(worldPos, clipPlane));
output.clipPos = mul(pViewParams.projectionMatrix, worldPos);
output.texCoords = normalize(vertices[vertexIndex]);
return output;
}
struct TextureData
{
TextureCube cubeMap;
TextureCube cubeMap2;
SamplerState sampler;
};
ParameterBlock<TextureData> pSkyboxTextures;
static const float lowerLimit = 0.0;
static const float upperLimit = 0.1;
[shader("fragment")]
float4 fragmentMain(
VertexShaderOutput output) : SV_Target
{
float4 texture1 = pSkyboxTextures.cubeMap.Sample(pSkyboxTextures.sampler, output.texCoords);
float4 texture2 = pSkyboxTextures.cubeMap2.Sample(pSkyboxTextures.sampler, output.texCoords);
float4 finalColor = lerp(texture1, texture2, pSkyboxData.fogBlend.w);
float factor = (output.texCoords.y - lowerLimit) / (upperLimit - lowerLimit);
factor = clamp(factor, 0.0, 1.0);
return finalColor;//lerp(float4(pSkyboxData.fogBlend.xyz, 1), finalColor, factor);
}