diff options
Diffstat (limited to 'examples/models/resources/shaders/glsl100/skybox.fs')
| -rw-r--r-- | examples/models/resources/shaders/glsl100/skybox.fs | 19 |
1 files changed, 5 insertions, 14 deletions
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); } |
