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-rw-r--r--examples/models/resources/shaders/glsl100/skybox.fs20
1 files changed, 7 insertions, 13 deletions
diff --git a/examples/models/resources/shaders/glsl100/skybox.fs b/examples/models/resources/shaders/glsl100/skybox.fs
index ad0b0196..1269a96d 100644
--- a/examples/models/resources/shaders/glsl100/skybox.fs
+++ b/examples/models/resources/shaders/glsl100/skybox.fs
@@ -1,14 +1,6 @@
-/*******************************************************************************************
-*
-* rPBR [shader] - Background skybox fragment shader
-*
-* Copyright (c) 2017 Victor Fisac
-*
-* 19-Jun-2020 - modified by Giuseppe Mastrangelo (@peppemas) - VFlip Support
-*
-**********************************************************************************************/
+#version 100
-#version 110
+precision mediump float;
// Input vertex attributes (from vertex shader)
varying vec3 fragPosition;
@@ -20,11 +12,13 @@ uniform bool vflipped;
void main()
{
// Fetch color from texture map
- vec3 color = { 0.0 };
+ vec4 texelColor = vec4(0.0);
- if (vflipped) color = texture2D(environmentMap, vec3(fragPosition.x, -fragPosition.y, fragPosition.z)).rgb;
- else color = texture2D(environmentMap, fragPosition).rgb;
+ if (vflipped) texelColor = textureCube(environmentMap, vec3(fragPosition.x, -fragPosition.y, fragPosition.z));
+ else texelColor = textureCube(environmentMap, fragPosition);
+ 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));