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Copy pathRenderEnvironmentMap.hlsl
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34 lines (27 loc) · 1.29 KB
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/*
* SPDX-FileCopyrightText: Copyright (c) 2014-2026 NVIDIA CORPORATION & AFFILIATES. All rights reserved.
* SPDX-License-Identifier: LicenseRef-NvidiaProprietary
*
* NVIDIA CORPORATION, its affiliates and licensors retain all intellectual
* property and proprietary rights in and to this material, related
* documentation and any modifications thereto. Any use, reproduction,
* disclosure or distribution of this material and related documentation
* without an express license agreement from NVIDIA CORPORATION or
* its affiliates is strictly prohibited.
*/
#include "SharedShaderInclude/ShaderParameters.h"
#include "HelperFunctions.hlsli"
#include <donut/shaders/sky.hlsli>
#include <donut/shaders/binding_helpers.hlsli>
VK_PUSH_CONSTANT ConstantBuffer<RenderEnvironmentMapConstants> g_Const : register(b0);
RWTexture2D<float4> u_EnvironmentMap : register(u0);
[numthreads(16, 16, 1)]
void main(uint2 globalIndex : SV_DispatchThreadId)
{
float2 uv = (float2(globalIndex) + 0.5) * g_Const.invTextureSize;
float cosElevation;
float3 direction = EquirectUVToDirection(uv, cosElevation);
float angularSizeOfPixel = g_Const.invTextureSize.y * M_PI;
float3 color = ProceduralSky(g_Const.params, direction, angularSizeOfPixel * 4);
u_EnvironmentMap[globalIndex] = float4(color, 0);
}