sampler2D baseMap;
samplerCUBE Lightmap1;
struct PS_INPUT
{
float4 Diffuse : COLOR0;
float2 Texcoord : TEXCOORD0;
float2 Texcoord1 : TEXCOORD1;
};
float4 ps_main( PS_INPUT Input ) : COLOR0
{
float4 Tex1,Tex2;
Tex1=tex2D(baseMap,Input.Texcoord);
Tex2=texCUBE(Lightmap1,float3(Input.Texcoord1,0));
return Tex1*Tex2;
}
The result is wrong, I know the texture coordinates wrong, but I do not know how to calculate the correct cube mapcoordinates. Please give me some tips, thanks, I am sorry my English