bgfx/tools/texturev/fs_texture_cube.sc

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$input v_texcoord0, v_color0
/*
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* Copyright 2011-2021 Branimir Karadzic. All rights reserved.
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* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
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*/
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#include "common.sh"
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SAMPLERCUBE(s_texColor, 0);
uniform mat4 u_mtx;
void main()
{
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vec3 dir = vec3( (v_texcoord0.xy*2.0 - 1.0) * vec2(1.0, -1.0), 1.0);
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dir = normalize(mul(u_mtx, vec4(dir, 0.0) ).xyz);
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vec4 color = textureCubeLod(s_texColor, dir, u_textureLod);
color.xyz = applyExposure(color.xyz);
color *= v_color0;
gl_FragColor = toOutput(color, u_outputFormat, u_sdrWhiteNits);
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}