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authorhachem <im@hachem.wtf>2026-08-19 02:02:20 +0200
committerhachem <im@hachem.wtf>2026-08-19 02:02:20 +0200
commitf7e05555fb4ff6d8e51bdb5734db4dab1841d593 (patch)
tree353d350b19da7b84ca11e5801d33a921407a963e /Assets/Shaders/Skybox.slang
parent5c5fc10d8938fd2da1922f01c638d42e70eb1ab1 (diff)
[feat]: migrate to slang from glsl
Diffstat (limited to 'Assets/Shaders/Skybox.slang')
-rw-r--r--Assets/Shaders/Skybox.slang23
1 files changed, 23 insertions, 0 deletions
diff --git a/Assets/Shaders/Skybox.slang b/Assets/Shaders/Skybox.slang
new file mode 100644
index 0000000..6ba81bc
--- /dev/null
+++ b/Assets/Shaders/Skybox.slang
@@ -0,0 +1,23 @@
+uniform float4x4 u_Projection;
+uniform float4x4 u_View;
+
+struct VSInput { float3 position : POSITION; };
+struct VSOutput { float4 position : SV_Position; float3 texCoords : TEXCOORD0; };
+
+[shader("vertex")]
+VSOutput vertexMain(VSInput input)
+{
+ VSOutput output;
+ output.texCoords = input.position;
+ float4 pos = mul(u_Projection, mul(u_View, float4(input.position, 1.0)));
+ output.position = pos.xyww; // force depth = 1 so the skybox stays behind everything
+ return output;
+}
+
+SamplerCube u_Skybox;
+
+[shader("fragment")]
+float4 fragmentMain(VSOutput input) : SV_Target
+{
+ return u_Skybox.Sample(input.texCoords);
+}