Test HLSL cube maps
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Родитель
8446631171
Коммит
585339f3cd
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@ -4,6 +4,8 @@ Texture2D<float4> tex2d;
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SamplerState _tex2d_sampler;
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Texture3D<float4> tex3d;
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SamplerState _tex3d_sampler;
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TextureCube<float4> texCube;
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SamplerState _texCube_sampler;
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static float texCoord1d;
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static float2 texCoord2d;
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@ -57,6 +59,9 @@ void frag_main()
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texcolor += tex3d.SampleGrad(_tex3d_sampler, texCoord3d, float3(1.0f, 2.0f, 3.0f), float3(4.0f, 5.0f, 6.0f));
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texcolor += tex3d.Sample(_tex3d_sampler, SPIRV_Cross_projectTextureCoordinate(float4(texCoord3d, 2.0f)));
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texcolor += tex3d.SampleBias(_tex3d_sampler, texCoord3d, 1.0f);
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texcolor += texCube.Sample(_texCube_sampler, texCoord3d);
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texcolor += texCube.SampleLevel(_texCube_sampler, texCoord3d, 2.0f);
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texcolor += texCube.SampleBias(_texCube_sampler, texCoord3d, 1.0f);
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FragColor = texcolor;
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}
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@ -3,6 +3,7 @@
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uniform sampler1D tex1d;
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uniform sampler2D tex2d;
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uniform sampler3D tex3d;
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uniform samplerCube texCube;
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in float texCoord1d;
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in vec2 texCoord2d;
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@ -32,5 +33,9 @@ void main() {
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texcolor += textureProj(tex3d, vec4(texCoord3d, 2.0));
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texcolor += texture(tex3d, texCoord3d, 1.0);
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texcolor += texture(texCube, texCoord3d);
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texcolor += textureLod(texCube, texCoord3d, 2);
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texcolor += texture(texCube, texCoord3d, 1.0);
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FragColor = texcolor;
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}
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