📄 skybox.fx
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//Input variables
float4x4 worldViewProjection;
texture baseTexture;
sampler baseSampler =
sampler_state
{
Texture = < baseTexture >;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
ADDRESSU = CLAMP;
ADDRESSV = CLAMP;
};
struct VS_INPUT
{
float4 ObjectPos: POSITION;
float2 TextureCoords: TEXCOORD0;
};
struct VS_OUTPUT
{
float4 ScreenPos: POSITION;
float2 TextureCoords: TEXCOORD0;
};
struct PS_OUTPUT
{
float4 Color: COLOR;
};
VS_OUTPUT SimpleVS(VS_INPUT In)
{
VS_OUTPUT Out;
//Move to screen space
Out.ScreenPos = mul(In.ObjectPos, worldViewProjection);
Out.TextureCoords = In.TextureCoords;
return Out;
}
PS_OUTPUT SimplePS(VS_OUTPUT In)
{
PS_OUTPUT Out;
Out.Color = tex2D(baseSampler,In.TextureCoords);
return Out;
}
//--------------------------------------------------------------//
// Technique Section for Simple screen transform
//--------------------------------------------------------------//
technique Simple
{
pass Single_Pass
{
//LIGHTING = FALSE;
ZENABLE = FALSE;
ZWRITEENABLE = FALSE;
ALPHATESTENABLE = FALSE;
ALPHABLENDENABLE = FALSE;
CULLMODE = CCW;
VertexShader = compile vs_1_1 SimpleVS();
PixelShader = compile ps_1_1 SimplePS();
//LIGHTING = TRUE;
ZENABLE = TRUE;
ZWRITEENABLE = TRUE;
ALPHATESTENABLE = FALSE;
ALPHABLENDENABLE = FALSE;
}
}
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