Migrate GLSL to Slang, text shader
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38
assets/shaders/skybox.slang
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38
assets/shaders/skybox.slang
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import "includes/math";
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import "includes/structs";
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[[vk::binding(0, 0)]] ConstantBuffer<GlobalUniforms> _Global;
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[[vk::binding(1, 0)]] SamplerState _Sampler;
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[[vk::binding(2, 0)]] TextureCube _Texture;
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struct Vertex {
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[[vk::location(0)]] float3 directionWS;
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}
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struct Varyings {
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float4 positionCS : SV_Position;
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float3 texCoord;
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}
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[shader("vertex")]
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Varyings vertexMain(Vertex vert) {
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Varyings out;
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let directionVS = mul(_Global.matrixWStoVS, float4(vert.directionWS, 0.0)).xyz;
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let directionCS = mul(_Global.matrixVStoCS, float4(directionVS, 0.0));
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out.positionCS = float4(directionCS.xy, 0.0, directionCS.w);
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out.texCoord = -vert.directionWS;
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return out;
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}
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[shader("fragment")]
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float4 fragmentMain(Varyings frag) : SV_Target {
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let texel = _Texture.Sample(_Sampler, frag.texCoord);
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let outgoingRadiance = texel.rgb;
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let toneMappedLinearColor = toneMapAcesNarkowicz(outgoingRadiance);
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let toneMappedSrgbColor = linearToSrgbColor(toneMappedLinearColor);
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return float4(toneMappedSrgbColor, 1.0);
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}
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