// This code contains NVIDIA Confidential Information and is disclosed // under the Mutual Non-Disclosure Agreement. // // Notice // ALL NVIDIA DESIGN SPECIFICATIONS AND CODE ("MATERIALS") ARE PROVIDED "AS IS" NVIDIA MAKES // NO REPRESENTATIONS, WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO // THE MATERIALS, AND EXPRESSLY DISCLAIMS ANY IMPLIED WARRANTIES OF NONINFRINGEMENT, // MERCHANTABILITY, OR FITNESS FOR A PARTICULAR PURPOSE. // // NVIDIA Corporation assumes no responsibility for the consequences of use of such // information or for any infringement of patents or other rights of third parties that may // result from its use. No license is granted by implication or otherwise under any patent // or patent rights of NVIDIA Corporation. No third party distribution is allowed unless // expressly authorized by NVIDIA. Details are subject to change without notice. // This code supersedes and replaces all information previously supplied. // NVIDIA Corporation products are not authorized for use as critical // components in life support devices or systems without express written approval of // NVIDIA Corporation. // // Copyright © 2008- 2013 NVIDIA Corporation. All rights reserved. // // NVIDIA Corporation and its licensors retain all intellectual property and proprietary // rights in and to this software and related documentation and any modifications thereto. // Any use, reproduction, disclosure or distribution of this software and related // documentation without an express license agreement from NVIDIA Corporation is // strictly prohibited. // //------------------------------------------------------------------------------------ // Global variables //------------------------------------------------------------------------------------ // XForm Matrix float4x4 g_matViewProj; float3 g_EyePos; //----------------------------------------------------------------------------------- // Texture & Samplers //----------------------------------------------------------------------------------- textureCUBE g_texSkyCube; // Displacement map for height and choppy field sampler g_samplerSkyCube = sampler_state { Filter = MIN_MAG_MIP_LINEAR; AddressU = Clamp; AddressV = Clamp; }; struct VS_OUTPUT { float4 Position : SV_Position; float3 EyeVec : TEXCOORD0; }; //----------------------------------------------------------------------------- // Name: SkyboxVS // Type: Vertex shader // Desc: //----------------------------------------------------------------------------- VS_OUTPUT SkyboxVS(float4 vPos : POSITION) { VS_OUTPUT Output; Output.Position = mul(vPos, g_matViewProj); Output.EyeVec = vPos.xyz - g_EyePos; return Output; } //----------------------------------------------------------------------------- // Name: SkyboxPS // Type: Pixel shader // Desc: //----------------------------------------------------------------------------- float4 SkyboxPS(VS_OUTPUT In) : SV_Target { return g_texSkyCube.Sample(g_samplerSkyCube, normalize(In.EyeVec)); } //-------------------------------------------------------------------------------------- // DepthStates //-------------------------------------------------------------------------------------- DepthStencilState EnableDepth { DepthEnable = TRUE; DepthWriteMask = ALL; DepthFunc = LESS_EQUAL; StencilEnable = FALSE; }; //-------------------------------------------------------------------------------------- // RasterStates //-------------------------------------------------------------------------------------- RasterizerState Solid { FillMode = SOLID; CullMode = NONE; MultisampleEnable = True; }; //-------------------------------------------------------------------------------------- // BlendStates //-------------------------------------------------------------------------------------- BlendState Opaque { BlendEnable[0] = FALSE; RenderTargetWriteMask[0] = 0xF; }; //----------------------------------------------------------------------------- // Name: OceanWaveTech // Type: Technique // Desc: //----------------------------------------------------------------------------- technique11 SkyboxTech { pass P0 { SetVertexShader( CompileShader( vs_4_0, SkyboxVS() ) ); SetHullShader( NULL ); SetDomainShader( NULL ); SetGeometryShader( NULL ); SetPixelShader( CompileShader( ps_4_0, SkyboxPS() ) ); SetDepthStencilState( EnableDepth, 0 ); SetRasterizerState( Solid ); SetBlendState( Opaque, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF ); } }