irrlicht/media/cubeMapReflectionPS.hlsl

11 lines
250 B
HLSL

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);
}