Patch Update - Skysphere texture reading inverted - V9.3.7
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@ -6,9 +6,6 @@
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<change beforePath="$PROJECT_DIR$/enginecustom/src/src/shader/SkyboxShaderClass.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/src/src/shader/SkyboxShaderClass.cpp" afterDir="false" />
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@ -165,7 +162,7 @@
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<task id="LOCAL-00001" summary="Minor update - viewport window tweak">
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@ -31,27 +31,23 @@ struct PixelInputType
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////////////////////////////////////////////////////////////////////////////////
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float4 SkyboxPixelShader(PixelInputType input) : SV_TARGET
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{
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float4 textureColor;
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float4 color;
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float4 colorArray;
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float4 colorSum;
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// Sample the pixel color from the texture using the sampler at this texture coordinate location.
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textureColor = shaderTexture.Sample(SampleType, input.tex);
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// Determine the diffuse color amount of the light.
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colorArray = diffuseColor * intensity;
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// Initialize the sum of colors.
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colorSum = float4(0.0f, 0.0f, 0.0f, 1.0f);
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// Add the light color.
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colorSum.r += colorArray.r;
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colorSum.g += colorArray.g;
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colorSum.b += colorArray.b;
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// Multiply the texture pixel by the light color to get the final result.
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color = saturate(colorSum) * textureColor;
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return color;
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}
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// Inverser les coordonnées de texture pour compenser les normales inversées
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float2 invertedTexCoord = float2(1.0 - input.tex.x, 1.0 - input.tex.y);
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// Échantillonner la texture avec les coordonnées inversées
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float4 textureColor = shaderTexture.Sample(SampleType, invertedTexCoord);
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// Pour une skybox, l'éclairage devrait être plus simple - on ignore l'orientation des normales
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// et on applique une luminosité uniforme ou un gradient basé sur la position (hauteur)
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// Calculer un facteur de luminosité uniforme à appliquer
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float lightFactor = saturate(intensity);
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// Combiner la couleur ambiante et diffuse pour l'éclairage de la skybox
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float4 lightColor = ambientColor + (diffuseColor * lightFactor);
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// Appliquer la couleur de l'éclairage à la texture
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float4 finalColor = saturate(lightColor) * textureColor;
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return finalColor;
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}
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