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authorRay <[email protected]>2019-05-17 20:03:04 +0200
committerRay <[email protected]>2019-05-17 20:03:04 +0200
commit245cf2400e3f215b998d4e1f2ae1f9afefa0eb08 (patch)
tree15552dd041dab47c9ca23efbb4b8925c384beab2 /examples/models/resources/shaders/glsl330/skybox.fs
parent0ec46e8976f48617fe39bc10a44ff7313d6b27ea (diff)
downloadraylib-245cf2400e3f215b998d4e1f2ae1f9afefa0eb08.tar.gz
raylib-245cf2400e3f215b998d4e1f2ae1f9afefa0eb08.zip
Review shader examples
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+/*******************************************************************************************
+*
+* rPBR [shader] - Background skybox fragment shader
+*
+* Copyright (c) 2017 Victor Fisac
+*
+**********************************************************************************************/
+
+#version 330
+
+// Input vertex attributes (from vertex shader)
+in vec3 fragPosition;
+
+// Input uniform values
+uniform samplerCube environmentMap;
+
+// Output fragment color
+out vec4 finalColor;
+
+void main()
+{
+ // Fetch color from texture map
+ vec3 color = texture(environmentMap, fragPosition).rgb;
+
+ // Apply gamma correction
+ color = color/(color + vec3(1.0));
+ color = pow(color, vec3(1.0/2.2));
+
+ // Calculate final fragment color
+ finalColor = vec4(color, 1.0);
+}