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src/Shader/LightPass.hlsl

Lines changed: 0 additions & 66 deletions
Original file line numberDiff line numberDiff line change
@@ -110,7 +110,6 @@ float3 ViewDirectionFromUV(float2 uv)
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}
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float3 SampleSkybox(float3 dir)
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{
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float3 absDir = abs(dir);
@@ -170,71 +169,6 @@ float3 SampleSkybox(float3 dir)
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return color;
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}
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float3 ViewDirectionFromUV(float2 uv)
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{
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float2 ndc = uv * 2.0f - 1.0f;
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float3 rayView = normalize(mul(float4(-ndc.x, ndc.y, 1.0f, 0.0f), InverseProjection).xyz);
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float3 rayWorld = normalize(mul(float4(rayView, 0.0f), InverseView).xyz);
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return -rayWorld;
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}
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float3 SampleSkybox(float3 dir)
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{
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float3 absDir = abs(dir);
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float ma;
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float2 uv;
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float3 color;
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if (absDir.x >= absDir.y && absDir.x >= absDir.z)
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{
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ma = absDir.x;
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if (dir.x > 0)
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{
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uv = float2(-dir.z, -dir.y) / ma * 0.5 + 0.5;
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color = rightTex.Sample(skyboxSampler, uv).rgb;
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}
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else
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{
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uv = float2(dir.z, -dir.y) / ma * 0.5 + 0.5;
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color = leftTex.Sample(skyboxSampler, uv).rgb;
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}
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}
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else if (absDir.y >= absDir.x && absDir.y >= absDir.z)
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{
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ma = absDir.y;
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if (dir.y > 0)
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{
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uv = float2(dir.x, dir.z) / ma * 0.5 + 0.5;
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color = topTex.Sample(skyboxSampler, uv).rgb;
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}
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else
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{
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uv = float2(dir.x, -dir.z) / ma * 0.5 + 0.5;
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color = bottomTex.Sample(skyboxSampler, uv).rgb;
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}
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}
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else
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{
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ma = absDir.z;
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if (dir.z > 0)
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{
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uv = float2(dir.x, -dir.y) / ma * 0.5 + 0.5;
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color = frontTex.Sample(skyboxSampler, uv).rgb;
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}
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else
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{
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uv = float2(-dir.x, -dir.y) / ma * 0.5 + 0.5;
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color = backTex.Sample(skyboxSampler, uv).rgb;
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}
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}
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return color;
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}
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PixelOutput PixelMain(VertexOutput input, uint index : SV_SampleIndex)
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{
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float depth = depthTex.Load(input.position.xy, index).r;

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