I'm trying to write a skybox shader in DX10 using the following HLSL code:
//////////////////////////////////////////////////////////////////////////
// world matrix for each rendered object
float4x4 g_mWorld;
// single cubemap texture
Texture2D g_tCubeMap;
// basic mirror texture sampler
SamplerState g_sSamplerMirror
{
Filter = MIN_MAG_MIP_POINT;
AddressU = MIRROR;
AddressV = MIRROR;
};
//////////////////////////////////////////////////////////////////////////
// pre-defined vertex formats for vertex input layouts
struct VS_INPUT
{
float3 Position : POSITION;
};
struct PS_INPUT
{
float4 SPosition : SV_POSITION;
float3 UV : TEXCOORD;
};
//////////////////////////////////////////////////////////////////////////
PS_INPUT VS_Default( VS_INPUT Input )
{
PS_INPUT Output = (PS_INPUT)0;
Output.SPosition = float4(Input.Position,1.0f);
Output.UV = normalize( mul( Output.SPosition, g_mWorld ) ).xyz;
return Output;
}
//////////////////////////////////////////////////////////////////////////
float4 PS_Default( PS_INPUT Input ) : SV_TARGET0
{
return float4( texCUBE( g_sSamplerMirror, Input.UV ) );
}
//////////////////////////////////////////////////////////////////////////
technique10 TECH_Default
{
pass
{
SetVertexShader( CompileShader( vs_4_0, VS_Default() ) );
SetPixelShader( CompileShader( ps_4_0, PS_Default() ) );
SetGeometryShader( 0 );
}
}
Which gives the error "DX-9 style intrinsics are disabled when not in dx9 compatibility mode." on line 46:
return float4( texCUBE( g_sSamplerMirror, Input.UV ) );
Is there an alternative to texCUBE? How can I fix this without enabling dx9 compatibility mode?
Since you are using Shader Model 4 you should be able to create a
TextureCube
object and then call theSample
method.