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authorJeffery Myers <[email protected]>2021-02-28 14:31:25 -0800
committerGitHub <[email protected]>2021-02-28 23:31:25 +0100
commit0f10c44578c4500b770589e34cd8404bee4e8cba (patch)
treef0723a0fa62690a487fc05bc7ae58381ea22eabc /examples/models/resources
parentb64fe4dfed21c1039be32182a168c61a54057008 (diff)
downloadraylib-0f10c44578c4500b770589e34cd8404bee4e8cba.tar.gz
raylib-0f10c44578c4500b770589e34cd8404bee4e8cba.zip
Fixes gl state after HDR texture functions. (#1621)
Updates skybox demo to show how to do both HDR and non HDR skyboxes Co-authored-by: Jeffery Myers <[email protected]>
Diffstat (limited to 'examples/models/resources')
-rw-r--r--examples/models/resources/shaders/glsl100/skybox.fs9
-rw-r--r--examples/models/resources/shaders/glsl330/skybox.fs9
-rw-r--r--examples/models/resources/skybox.pngbin0 -> 10992 bytes
3 files changed, 12 insertions, 6 deletions
diff --git a/examples/models/resources/shaders/glsl100/skybox.fs b/examples/models/resources/shaders/glsl100/skybox.fs
index 1269a96d..4aa4ec9c 100644
--- a/examples/models/resources/shaders/glsl100/skybox.fs
+++ b/examples/models/resources/shaders/glsl100/skybox.fs
@@ -8,6 +8,7 @@ varying vec3 fragPosition;
// Input uniform values
uniform samplerCube environmentMap;
uniform bool vflipped;
+uniform bool doGamma;
void main()
{
@@ -19,9 +20,11 @@ void main()
vec3 color = vec3(texelColor.x, texelColor.y, texelColor.z);
- // Apply gamma correction
- color = color/(color + vec3(1.0));
- color = pow(color, vec3(1.0/2.2));
+ if (doGamma)// Apply gamma correction
+ {
+ color = color/(color + vec3(1.0));
+ color = pow(color, vec3(1.0/2.2));
+ }
// Calculate final fragment color
gl_FragColor = vec4(color, 1.0);
diff --git a/examples/models/resources/shaders/glsl330/skybox.fs b/examples/models/resources/shaders/glsl330/skybox.fs
index dd8078e0..800c1c6f 100644
--- a/examples/models/resources/shaders/glsl330/skybox.fs
+++ b/examples/models/resources/shaders/glsl330/skybox.fs
@@ -16,6 +16,7 @@ in vec3 fragPosition;
// Input uniform values
uniform samplerCube environmentMap;
uniform bool vflipped;
+uniform bool doGamma;
// Output fragment color
out vec4 finalColor;
@@ -28,9 +29,11 @@ void main()
if (vflipped) color = texture(environmentMap, vec3(fragPosition.x, -fragPosition.y, fragPosition.z)).rgb;
else color = texture(environmentMap, fragPosition).rgb;
- // Apply gamma correction
- color = color/(color + vec3(1.0));
- color = pow(color, vec3(1.0/2.2));
+ if (doGamma)// 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);
diff --git a/examples/models/resources/skybox.png b/examples/models/resources/skybox.png
new file mode 100644
index 00000000..36a79b2d
--- /dev/null
+++ b/examples/models/resources/skybox.png
Binary files differ