#include "0-2 GRS_PBR_Function.hlsli" Texture2D g_txHDR : register(t0); SamplerState g_smpLinear : register(s0); struct ST_GRS_HLSL_PS_IN { float4 m_v4HPos : SV_POSITION; // Projection coord float4 m_v4WPos : POSITION; // World position }; float4 PSMain(ST_GRS_HLSL_PS_IN stPSInput) : SV_Target { float2 v2UV = SampleSphericalMap(normalize(stPSInput.m_v4WPos.xyz)); return float4(g_txHDR.Sample(g_smpLinear, v2UV).rgb, 1.0f); }