#include "graphics_structs.hlsli" struct PS_Input { float3 WorldPosition : POSITION; }; struct PS_Output { float4 Color : SV_Target0; }; PS_Output main(PS_Input StageInput) { PS_Output StageOutput; float3 Direction = normalize(StageInput.WorldPosition - Camera.Position.xyz); float4 Color = TextureCubes[PushConstant.EnvCubeHandle].Sample(ImmutableSamplers[PushConstant.EnvCubeHandle], Direction); StageOutput.Color = float4(Uncharted2Tonemap(Color.rgb), Color.a); return StageOutput; }