31
									
								
								assets/skybox.fs
									
									
									
									
									
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								assets/skybox.fs
									
									
									
									
									
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							| @@ -0,0 +1,31 @@ | ||||
| #version 100 | ||||
|  | ||||
| precision mediump float; | ||||
|  | ||||
| // Input vertex attributes (from vertex shader) | ||||
| varying vec3 fragPosition; | ||||
|  | ||||
| // Input uniform values | ||||
| uniform samplerCube environmentMap; | ||||
| uniform bool vflipped; | ||||
| uniform bool doGamma; | ||||
|  | ||||
| void main() | ||||
| { | ||||
|     // Fetch color from texture map | ||||
|     vec4 texelColor = vec4(0.0); | ||||
|  | ||||
|     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); | ||||
|  | ||||
|     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); | ||||
| } | ||||
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