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author | nathan <nathansmith@disroot.org> | 2025-07-27 11:42:51 +0000 |
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committer | nathan <nathansmith@disroot.org> | 2025-07-27 11:42:51 +0000 |
commit | 37e603085675aca97f94cce66fcd5d0fa3d50b1a (patch) | |
tree | ef17fc3ff2cbaf12e56ce8be8a821b0e2f92ac40 /assets/shaders/glsl100 | |
parent | 9b3bbf4ef7c26c1267e8ea99024d9d1acd7f1376 (diff) | |
download | FindThings-37e603085675aca97f94cce66fcd5d0fa3d50b1a.tar.gz FindThings-37e603085675aca97f94cce66fcd5d0fa3d50b1a.tar.bz2 FindThings-37e603085675aca97f94cce66fcd5d0fa3d50b1a.zip |
Skybox working
Diffstat (limited to 'assets/shaders/glsl100')
-rw-r--r-- | assets/shaders/glsl100/skybox.fs | 31 | ||||
-rw-r--r-- | assets/shaders/glsl100/skybox.vs | 24 |
2 files changed, 55 insertions, 0 deletions
diff --git a/assets/shaders/glsl100/skybox.fs b/assets/shaders/glsl100/skybox.fs new file mode 100644 index 0000000..0ea6876 --- /dev/null +++ b/assets/shaders/glsl100/skybox.fs @@ -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); +} diff --git a/assets/shaders/glsl100/skybox.vs b/assets/shaders/glsl100/skybox.vs new file mode 100644 index 0000000..e440ace --- /dev/null +++ b/assets/shaders/glsl100/skybox.vs @@ -0,0 +1,24 @@ +#version 100 + +// Input vertex attributes +attribute vec3 vertexPosition; + +// Input uniform values +uniform mat4 matProjection; +uniform mat4 matView; + +// Output vertex attributes (to fragment shader) +varying vec3 fragPosition; + +void main() +{ + // Calculate fragment position based on model transformations + fragPosition = vertexPosition; + + // Remove translation from the view matrix + mat4 rotView = mat4(mat3(matView)); + vec4 clipPos = matProjection*rotView*vec4(vertexPosition, 1.0); + + // Calculate final vertex position + gl_Position = clipPos; +} |