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authorraysan5 <[email protected]>2020-07-10 12:20:57 +0200
committerraysan5 <[email protected]>2020-07-10 12:20:57 +0200
commitb4ff6fdde3012263082de8cbf40861d14aedf325 (patch)
tree896077f8efb9e39b87ce25c4278adfc7f86c5777 /examples/models/resources
parent956f61cf1435faabafb925f17620bdf005c5f202 (diff)
downloadraylib-b4ff6fdde3012263082de8cbf40861d14aedf325.tar.gz
raylib-b4ff6fdde3012263082de8cbf40861d14aedf325.zip
Review skybox shaders
Diffstat (limited to 'examples/models/resources')
-rw-r--r--examples/models/resources/shaders/glsl100/cubemap.fs7
-rw-r--r--examples/models/resources/shaders/glsl100/cubemap.vs4
-rw-r--r--examples/models/resources/shaders/glsl100/skybox.fs19
-rw-r--r--examples/models/resources/shaders/glsl330/skybox.fs12
4 files changed, 12 insertions, 30 deletions
diff --git a/examples/models/resources/shaders/glsl100/cubemap.fs b/examples/models/resources/shaders/glsl100/cubemap.fs
index e8e28536..8e84bcba 100644
--- a/examples/models/resources/shaders/glsl100/cubemap.fs
+++ b/examples/models/resources/shaders/glsl100/cubemap.fs
@@ -9,14 +9,11 @@
#version 330
// Input vertex attributes (from vertex shader)
-in vec3 fragPosition;
+varying vec3 fragPosition;
// Input uniform values
uniform sampler2D equirectangularMap;
-// Output fragment color
-out vec4 finalColor;
-
vec2 SampleSphericalMap(vec3 v)
{
vec2 uv = vec2(atan(v.z, v.x), asin(v.y));
@@ -34,5 +31,5 @@ void main()
vec3 color = texture(equirectangularMap, uv).rgb;
// Calculate final fragment color
- finalColor = vec4(color, 1.0);
+ gl_FragColor = vec4(color, 1.0);
}
diff --git a/examples/models/resources/shaders/glsl100/cubemap.vs b/examples/models/resources/shaders/glsl100/cubemap.vs
index 5721eaa2..98edc334 100644
--- a/examples/models/resources/shaders/glsl100/cubemap.vs
+++ b/examples/models/resources/shaders/glsl100/cubemap.vs
@@ -9,14 +9,14 @@
#version 330
// Input vertex attributes
-in vec3 vertexPosition;
+attribute vec3 vertexPosition;
// Input uniform values
uniform mat4 projection;
uniform mat4 view;
// Output vertex attributes (to fragment shader)
-out vec3 fragPosition;
+varying vec3 fragPosition;
void main()
{
diff --git a/examples/models/resources/shaders/glsl100/skybox.fs b/examples/models/resources/shaders/glsl100/skybox.fs
index ca542303..ad0b0196 100644
--- a/examples/models/resources/shaders/glsl100/skybox.fs
+++ b/examples/models/resources/shaders/glsl100/skybox.fs
@@ -11,33 +11,24 @@
#version 110
// Input vertex attributes (from vertex shader)
-in vec3 fragPosition;
+varying vec3 fragPosition;
// Input uniform values
uniform samplerCube environmentMap;
uniform bool vflipped;
-// Output fragment color
-out vec4 finalColor;
-
-vec4 flipTextureCube(samplerCube sampler, vec3 texCoord) {
- return texture(sampler, vec3(texCoord.x,-texCoord.y,texCoord.z));
-}
-
void main()
{
// Fetch color from texture map
- vec3 color;
+ vec3 color = { 0.0 };
- if (vflipped )
- color = flipTextureCube(environmentMap, fragPosition).rgb;
- else
- color = texture(environmentMap, fragPosition).rgb;
+ if (vflipped) color = texture2D(environmentMap, vec3(fragPosition.x, -fragPosition.y, fragPosition.z)).rgb;
+ else color = texture2D(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);
+ 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 e1085bd9..0ce8aed7 100644
--- a/examples/models/resources/shaders/glsl330/skybox.fs
+++ b/examples/models/resources/shaders/glsl330/skybox.fs
@@ -20,19 +20,13 @@ uniform bool vflipped;
// Output fragment color
out vec4 finalColor;
-vec4 flipTextureCube(samplerCube sampler, vec3 texCoord) {
- return texture(sampler, vec3(texCoord.x,-texCoord.y,texCoord.z));
-}
-
void main()
{
// Fetch color from texture map
- vec3 color;
+ vec3 color = { 0.0 };
- if (vflipped )
- color = flipTextureCube(environmentMap, fragPosition).rgb;
- else
- color = texture(environmentMap, fragPosition).rgb;
+ 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));