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FS_Skybox skyboxVertexShader(float3 pos : POSITION) {
FS_Skybox output = (FS_Skybox) 0;
output.pos = mul(float4(pos, 0), world); // Note the 0, this so the skybox rotates, but without perspective output.pos = mul(output.pos, viewProjection).xyww; // The z coordinate is replaced by w, so that the point is projected onto the far clipping plane.
output.tex = pos.xzy;
return output;