// // Copyright 2013 Nvidia // // Licensed under the terms set forth in the LICENSE.txt file available at // https://opensubdiv.org/license. // struct VS_InputVertex { float3 position : POSITION0; float2 texCoord : TEXCOORD0; }; struct VS_OutputVertex { float4 position : SV_POSITION0; float2 texCoord : TEXCOORD0; }; cbuffer Transform : register( b0 ) { float4x4 ModelViewMatrix; }; //-------------------------------------------------------------- // sky vertex shader //-------------------------------------------------------------- void vs_main(in VS_InputVertex input, out VS_OutputVertex output) { output.position = mul(ModelViewMatrix, float4(input.position,1)); output.texCoord = input.texCoord; } //-------------------------------------------------------------- // sky pixel shader //-------------------------------------------------------------- struct PS_InputVertex { float4 position : SV_POSITION0; float2 texCoord : TEXCOORD0; }; Texture2D tx : register(t0); SamplerState sm : register(s0); float4 gamma(float4 value, float g) { return float4(pow(value.xyz, float3(g,g,g)), 1); } float4 ps_main(in PS_InputVertex input) : SV_Target { float4 tex = tx.Sample(sm, input.texCoord.xy); //float4 outColor = gamma(tex,0.4545); float4 outColor = tex; return outColor; }