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SamplerCube cube_texture;
cbuffer Uniforms
{
float4x4 projection;
float4x4 view;
}
struct VertexStageOutput
{
float4 sv_position : SV_Position;
float3 vertex_pos : VertexPosition;
};
[shader("vertex")]
VertexStageOutput vertex_main(float3 pos: STD_POSITION)
{
VertexStageOutput output;
output.vertex_pos = pos;
float4x4 proj_view = mul(projection, view);
output.sv_position = mul(proj_view, float4(pos, 1.0)).xyww;
return output;
}
[shader("fragment")]
float4 fragment_main(float3 vertex_pos: VertexPosition) : SV_Target
{
return cube_texture.Sample(vertex_pos);
}
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