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DirectX: How to unwrap the cube map array texture into a cylinder panorama.

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When you render a quad with UV coordinates (0,0) top left to (1,1) bottom right you can render your cubemap as a cylinder panorama with a pixel shader like this:


float4 PS(VS_OUTPUT input): SV_Target{


float heading=input.tex.x*cPI*2;
float pitch=cPI*0.5-input.tex.y*cPI;


float3 ReflectionVector;


return MyTexture0.Sample(MySampler0, ReflectionVector);


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