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authornathan <nathansmith@disroot.org>2025-07-27 13:38:40 +0000
committernathan <nathansmith@disroot.org>2025-07-27 13:38:40 +0000
commited3b4610cf773de562b3c55f452fbf7bf5b12b00 (patch)
tree3994a79a8e226f0392ae90734126e9e145728075 /assets/shaders/glsl330
parent37e603085675aca97f94cce66fcd5d0fa3d50b1a (diff)
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Improved skybox
Diffstat (limited to 'assets/shaders/glsl330')
-rw-r--r--assets/shaders/glsl330/skybox.fs13
1 files changed, 1 insertions, 12 deletions
diff --git a/assets/shaders/glsl330/skybox.fs b/assets/shaders/glsl330/skybox.fs
index d71fef0..cb64db0 100644
--- a/assets/shaders/glsl330/skybox.fs
+++ b/assets/shaders/glsl330/skybox.fs
@@ -5,8 +5,6 @@ in vec3 fragPosition;
// Input uniform values
uniform samplerCube environmentMap;
-uniform bool vflipped;
-uniform bool doGamma;
// Output fragment color
out vec4 finalColor;
@@ -14,16 +12,7 @@ out vec4 finalColor;
void main()
{
// Fetch color from texture map
- vec3 color = vec3(0.0);
-
- if (vflipped) color = texture(environmentMap, vec3(fragPosition.x, -fragPosition.y, fragPosition.z)).rgb;
- else color = texture(environmentMap, fragPosition).rgb;
-
- if (doGamma)// Apply gamma correction
- {
- color = color/(color + vec3(1.0));
- color = pow(color, vec3(1.0/2.2));
- }
+ vec3 color = texture(environmentMap, fragPosition).rgb;
// Calculate final fragment color
finalColor = vec4(color, 1.0);