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-rw-r--r--assets/shaders/skybox.slang12
1 files changed, 6 insertions, 6 deletions
diff --git a/assets/shaders/skybox.slang b/assets/shaders/skybox.slang
index 6447bea..f7aeb50 100644
--- a/assets/shaders/skybox.slang
+++ b/assets/shaders/skybox.slang
@@ -1,11 +1,11 @@
-// Fullscreen skybox cube. View/projection in a ConstantBuffer (UBO, binding 0)
+// Full-screen 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
+struct Skybox
{
- float4x4 u_Projection;
- float4x4 u_View;
+ float4x4 u_projection;
+ float4x4 u_view;
};
-ConstantBuffer<SkyboxU> sb;
+ConstantBuffer<Skybox> sb;
struct VSInput { float3 position : POSITION; };
struct VSOutput { float4 position : SV_Position; float3 texCoords : TEXCOORD0; };
@@ -15,7 +15,7 @@ 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)));
+ 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;
}