irrlicht/media/cubeMapReflectionPS.hlsl

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sampler cubeTex: register(s0);
float Roughness;
float4 PS( float4 uvwTex : TEXCOORD0 ) : COLOR
{
uvwTex.w = Roughness;
//return texCUBEbias( cubeTex, uvwTex);
return texCUBElod( cubeTex, uvwTex);
//return texCUBE( cubeTex, uvwTex);
}