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authorhachem <im@hachem.wtf>2026-08-23 17:21:37 +0200
committerhachem <im@hachem.wtf>2026-08-23 17:21:37 +0200
commit3fd33ecff7472e4d6fc9e6b3905f56982e497ef2 (patch)
tree66e5812f1a18b926e88a0dd549fe14e7c7327165 /assets/shaders/skybox.slang
parente3aa33fc9a99d8b817bda42a567a4c347e18ab32 (diff)
[feat]: complete RHI api
Diffstat (limited to 'assets/shaders/skybox.slang')
-rw-r--r--assets/shaders/skybox.slang29
1 files changed, 29 insertions, 0 deletions
diff --git a/assets/shaders/skybox.slang b/assets/shaders/skybox.slang
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+++ b/assets/shaders/skybox.slang
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+// Fullscreen skybox cube. View/projection in a ConstantBuffer (UBO, binding 0)
+// so both backends drive it through the RHI; the cubemap is a sampler at binding 1.
+struct SkyboxU
+{
+ float4x4 u_Projection;
+ float4x4 u_View;
+};
+ConstantBuffer<SkyboxU> sb;
+
+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(sb.u_Projection, mul(sb.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);
+}