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-rw-r--r--examples/models/resources/shaders/glsl100/skybox.fs19
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);
}