diff --git a/examples/models/resources/shaders/glsl100/cubemap.fs b/examples/models/resources/shaders/glsl100/cubemap.fs index e8e28536..8e84bcba 100644 --- a/examples/models/resources/shaders/glsl100/cubemap.fs +++ b/examples/models/resources/shaders/glsl100/cubemap.fs @@ -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); } diff --git a/examples/models/resources/shaders/glsl100/cubemap.vs b/examples/models/resources/shaders/glsl100/cubemap.vs index 5721eaa2..98edc334 100644 --- a/examples/models/resources/shaders/glsl100/cubemap.vs +++ b/examples/models/resources/shaders/glsl100/cubemap.vs @@ -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() { 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); } diff --git a/examples/models/resources/shaders/glsl330/skybox.fs b/examples/models/resources/shaders/glsl330/skybox.fs index e1085bd9..0ce8aed7 100644 --- a/examples/models/resources/shaders/glsl330/skybox.fs +++ b/examples/models/resources/shaders/glsl330/skybox.fs @@ -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));