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// 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;
}
}
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