Backlog/engine/rend/shaders/skybox.frag.hlsl

28 lines
641 B
HLSL

TextureCube<float4> SkyboxTexture : register(t0, space2);
SamplerState SkyboxSampler : register(s0, space2);
cbuffer Uniforms : register(b0, space3)
{
float brightnessFactor;
};
struct PixelOutput {
float4 Color : SV_Target0; // First render target
float4 Emissive : SV_Target1; // Second render target
};
PixelOutput main(float3 TexCoord : TEXCOORD0)
{
//return pow(SkyboxTexture.Sample(SkyboxSampler, TexCoord) * 4.0, 1.0/2.2);
PixelOutput o;
o.Color = SkyboxTexture.Sample(SkyboxSampler, TexCoord) * brightnessFactor;
if(length(o.Color) > 1.0)
{
o.Emissive = o.Color;
}
return o;
}