!!samps reflectcube //regular sky shader for scrolling q1 skies //the sky surfaces are thrown through this as-is. struct a2v { float4 pos: POSITION; }; struct v2f { float4 pos: SV_POSITION; float3 texc: TEXCOORD0; }; #include #ifdef VERTEX_SHADER v2f main (a2v inp) { v2f outp; outp.pos = mul(m_model, inp.pos); outp.texc= outp.pos.xyz - v_eyepos; outp.texc.y = -outp.texc.y; outp.pos = mul(m_view, outp.pos); outp.pos = mul(m_projection, outp.pos); return outp; } #endif #ifdef FRAGMENT_SHADER TextureCube t_reflectcube : register(t0); SamplerState s_reflectcube : register(s0); float4 main (v2f inp) : SV_TARGET { return t_reflectcube.Sample(s_reflectcube, inp.texc); } #endif