Review skybox shaders
This commit is contained in:
parent
956f61cf14
commit
b4ff6fdde3
@ -9,14 +9,11 @@
|
||||
#version 330
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
in vec3 fragPosition;
|
||||
varying vec3 fragPosition;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D equirectangularMap;
|
||||
|
||||
// Output fragment color
|
||||
out vec4 finalColor;
|
||||
|
||||
vec2 SampleSphericalMap(vec3 v)
|
||||
{
|
||||
vec2 uv = vec2(atan(v.z, v.x), asin(v.y));
|
||||
@ -34,5 +31,5 @@ void main()
|
||||
vec3 color = texture(equirectangularMap, uv).rgb;
|
||||
|
||||
// Calculate final fragment color
|
||||
finalColor = vec4(color, 1.0);
|
||||
gl_FragColor = vec4(color, 1.0);
|
||||
}
|
||||
|
@ -9,14 +9,14 @@
|
||||
#version 330
|
||||
|
||||
// Input vertex attributes
|
||||
in vec3 vertexPosition;
|
||||
attribute vec3 vertexPosition;
|
||||
|
||||
// Input uniform values
|
||||
uniform mat4 projection;
|
||||
uniform mat4 view;
|
||||
|
||||
// Output vertex attributes (to fragment shader)
|
||||
out vec3 fragPosition;
|
||||
varying vec3 fragPosition;
|
||||
|
||||
void main()
|
||||
{
|
||||
|
@ -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);
|
||||
}
|
||||
|
@ -20,19 +20,13 @@ 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 = texture(environmentMap, vec3(fragPosition.x, -fragPosition.y, fragPosition.z)).rgb;
|
||||
else color = texture(environmentMap, fragPosition).rgb;
|
||||
|
||||
// Apply gamma correction
|
||||
color = color/(color + vec3(1.0));
|
||||
|
Loading…
Reference in New Issue
Block a user