// 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 { texture = (g_texSkyCube); MipFilter = Linear; MinFilter = Linear; MagFilter = Linear; AddressU = Clamp; AddressV = Clamp; }; struct VS_OUTPUT { float4 Position : 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 - g_EyePos; return Output; } //----------------------------------------------------------------------------- // Name: SkyboxPS // Type: Pixel shader // Desc: //----------------------------------------------------------------------------- float4 SkyboxPS(VS_OUTPUT In) : COLOR { return texCUBE(g_samplerSkyCube, normalize(In.EyeVec)); } //----------------------------------------------------------------------------- // Name: OceanWaveTech // Type: Technique // Desc: //----------------------------------------------------------------------------- technique SkyboxTech { pass P0 { VertexShader = compile vs_3_0 SkyboxVS(); PixelShader = compile ps_3_0 SkyboxPS(); ZEnable = True; ZFunc = LessEqual; ZWriteEnable = True; FillMode = Solid; CullMode = None; AlphaBlendEnable = False; AlphaTestEnable = False; ColorWriteEnable = 0x0f; StencilEnable = False; } }