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cbuffer SkyboxConstantBuffer// : register(b0)
{
float4x4 mViewProjection;
};
struct Skybox_VSOut
{
float3 coords : UVFACE;
};
void skybox_vs( in float3 in_position : ATTRIB0,
in float3 uvFace : ATTRIB1,
out float4 position : SV_Position,
out Skybox_VSOut vsoutput)
{
// NOTE: Don't translate skybox and make sure depth == 1 (no clipping)
position = mul(mViewProjection, float4(in_position, 0.0f)).xyww;
position.z = 0.0f; // 1-z
vsoutput.coords = in_position.xyz;
}
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