1 |
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2 | struct PS_INPUT
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3 | {
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4 | float4 posScr: POSITION;
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5 | float2 texCoord: TEXCOORD0;
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6 | float2 screenCoord: TEXCOORD1;
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7 | };
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8 |
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9 |
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10 | struct PS_OUTPUT
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11 | {
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12 | float4 color: COLOR0;
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13 | };
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14 |
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15 | ///////////////////////////////////////////////////////////////////////////////
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16 |
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17 | sampler tex0: register(s0);
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18 |
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19 | ///////////////////////////////////////////////////////////////////////////////
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20 | // Pixelshader
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21 | // Profile: 2x0
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22 | const int CUBEMAP_SIZE = 128;
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23 | const int REDUCED_CUBEMAP_SIZE = 4;
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24 |
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25 | PS_OUTPUT main(PS_INPUT input)
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26 | {
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27 | PS_OUTPUT output;
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28 |
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29 |
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30 | int a = input.texCoord.x;
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31 | int b = input.texCoord.y;
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32 | int nFace = a * 3.0 + b;
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33 | float2 texCoord;
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34 |
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35 | if(input.texCoord.x < 1.0 / 3.0)
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36 | {
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37 | if(input.texCoord.y < 1.0 / 2.0)
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38 | {
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39 | nFace = 0;
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40 | texCoord = (input.texCoord - float2(0,0))*float2(3.0, 2.0);
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41 | }
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42 | else
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43 | {
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44 | nFace = 1;
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45 | texCoord = (input.texCoord - float2(0,0.5))*float2(3.0, 2.0);
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46 | }
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47 | }
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48 | else if(input.texCoord.x < 2.0 / 3.0)
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49 | {
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50 | if(input.texCoord.y < 1.0 / 2.0)
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51 | {
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52 | nFace = 2;
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53 | texCoord = (input.texCoord - float2(1.0 / 3.0, 0.0))*float2(3.0, 2.0);
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54 | }
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55 | else
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56 | {
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57 | nFace = 3;
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58 | texCoord = (input.texCoord - float2(1.0 / 3.0, 0.5))*float2(3.0, 2.0);
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59 | }
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60 | }
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61 | else
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62 | {
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63 | if(input.texCoord.y < 1.0 / 2.0)
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64 | {
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65 | nFace = 4;
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66 | texCoord = (input.texCoord - float2(2.0 / 3.0, 0.0))*float2(3.0, 2.0);
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67 | }
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68 | else
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69 | {
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70 | nFace = 5;
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71 | texCoord = (input.texCoord - float2(2.0 / 3.0, 0.5))*float2(3.0, 2.0);
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72 | }
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73 | }
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74 |
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75 | float3 dir;
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76 | float4 color = float4(0,0,0,0);
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77 | //float2 pos = (input.texCoord - float2(a, b)) * 2.0 - 1.0;
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78 | float2 pos = texCoord * 2.0 - 1.0 ;// 1.0 /128.0;
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79 |
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80 |
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81 | if (nFace == 0) dir = float3(1, pos.y, pos.x);
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82 | if (nFace == 1) dir = float3(-1, pos.y, -pos.x);
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83 | if (nFace == 2) dir = float3(pos.x, 1, -pos.y);
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84 | if (nFace == 3) dir = float3(pos.x, -1, pos.y);
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85 | if (nFace == 4) dir = float3(pos.x, pos.y, 1);
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86 | if (nFace == 5) dir = float3(-pos.x, pos.y,-1);
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87 | /*
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88 | if (nFace == 0) output.color = float4(1, 0, 0, 1);
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89 | if (nFace == 1) output.color = float4(0.5, 0, 0, 1);
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90 | if (nFace == 2) output.color = float4(0, 1, 0, 1);
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91 | if (nFace == 3) output.color = float4(0, 0.5, 0, 1);
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92 | if (nFace == 4) output.color = float4(0, 0, 1, 1);
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93 | if (nFace == 5) output.color = float4(0, 0, 0.5, 1);*/
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94 |
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95 | output.color = texCUBE( tex0, dir);
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96 | //output.color = tex2Dlod( tex0, float4(input.texCoord.xy ,0,0));
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97 | //output.color = float4(input.texCoord,0,1);
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98 | return output;
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99 | }
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100 |
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101 | ///////////////////////////////////////////////////////////////////////////////
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