Test HLSL cube maps
This commit is contained in:
parent
8446631171
commit
585339f3cd
@ -4,6 +4,8 @@ Texture2D<float4> tex2d;
|
||||
SamplerState _tex2d_sampler;
|
||||
Texture3D<float4> tex3d;
|
||||
SamplerState _tex3d_sampler;
|
||||
TextureCube<float4> texCube;
|
||||
SamplerState _texCube_sampler;
|
||||
|
||||
static float texCoord1d;
|
||||
static float2 texCoord2d;
|
||||
@ -57,6 +59,9 @@ void frag_main()
|
||||
texcolor += tex3d.SampleGrad(_tex3d_sampler, texCoord3d, float3(1.0f, 2.0f, 3.0f), float3(4.0f, 5.0f, 6.0f));
|
||||
texcolor += tex3d.Sample(_tex3d_sampler, SPIRV_Cross_projectTextureCoordinate(float4(texCoord3d, 2.0f)));
|
||||
texcolor += tex3d.SampleBias(_tex3d_sampler, texCoord3d, 1.0f);
|
||||
texcolor += texCube.Sample(_texCube_sampler, texCoord3d);
|
||||
texcolor += texCube.SampleLevel(_texCube_sampler, texCoord3d, 2.0f);
|
||||
texcolor += texCube.SampleBias(_texCube_sampler, texCoord3d, 1.0f);
|
||||
FragColor = texcolor;
|
||||
}
|
||||
|
||||
|
@ -3,6 +3,7 @@
|
||||
uniform sampler1D tex1d;
|
||||
uniform sampler2D tex2d;
|
||||
uniform sampler3D tex3d;
|
||||
uniform samplerCube texCube;
|
||||
|
||||
in float texCoord1d;
|
||||
in vec2 texCoord2d;
|
||||
@ -32,5 +33,9 @@ void main() {
|
||||
texcolor += textureProj(tex3d, vec4(texCoord3d, 2.0));
|
||||
texcolor += texture(tex3d, texCoord3d, 1.0);
|
||||
|
||||
texcolor += texture(texCube, texCoord3d);
|
||||
texcolor += textureLod(texCube, texCoord3d, 2);
|
||||
texcolor += texture(texCube, texCoord3d, 1.0);
|
||||
|
||||
FragColor = texcolor;
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user