cubeMapReflectionPS.hlsl 250 B

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  1. sampler cubeTex: register(s0);
  2. float Roughness;
  3. float4 PS( float4 uvwTex : TEXCOORD0 ) : COLOR
  4. {
  5. uvwTex.w = Roughness;
  6. //return texCUBEbias( cubeTex, uvwTex);
  7. return texCUBElod( cubeTex, uvwTex);
  8. //return texCUBE( cubeTex, uvwTex);
  9. }