From 37e603085675aca97f94cce66fcd5d0fa3d50b1a Mon Sep 17 00:00:00 2001 From: nathan Date: Sun, 27 Jul 2025 05:42:51 -0600 Subject: Skybox working --- assets/bush.png | Bin 46102 -> 12123 bytes assets/shaders/glsl100/skybox.fs | 31 +++++++++++++++++++++++++++++++ assets/shaders/glsl100/skybox.vs | 24 ++++++++++++++++++++++++ assets/shaders/glsl330/skybox.fs | 30 ++++++++++++++++++++++++++++++ assets/shaders/glsl330/skybox.vs | 24 ++++++++++++++++++++++++ assets/skybox.png | Bin 0 -> 10992 bytes assets/tree.png | Bin 208723 -> 55810 bytes 7 files changed, 109 insertions(+) create mode 100644 assets/shaders/glsl100/skybox.fs create mode 100644 assets/shaders/glsl100/skybox.vs create mode 100644 assets/shaders/glsl330/skybox.fs create mode 100644 assets/shaders/glsl330/skybox.vs create mode 100644 assets/skybox.png (limited to 'assets') diff --git a/assets/bush.png b/assets/bush.png index 07256a4..2d46b4c 100644 Binary files a/assets/bush.png and b/assets/bush.png differ 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; +} diff --git a/assets/shaders/glsl330/skybox.fs b/assets/shaders/glsl330/skybox.fs new file mode 100644 index 0000000..d71fef0 --- /dev/null +++ b/assets/shaders/glsl330/skybox.fs @@ -0,0 +1,30 @@ +#version 330 + +// Input vertex attributes (from vertex shader) +in vec3 fragPosition; + +// Input uniform values +uniform samplerCube environmentMap; +uniform bool vflipped; +uniform bool doGamma; + +// Output fragment color +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)); + } + + // Calculate final fragment color + finalColor = vec4(color, 1.0); +} diff --git a/assets/shaders/glsl330/skybox.vs b/assets/shaders/glsl330/skybox.vs new file mode 100644 index 0000000..f41d469 --- /dev/null +++ b/assets/shaders/glsl330/skybox.vs @@ -0,0 +1,24 @@ +#version 330 + +// Input vertex attributes +in vec3 vertexPosition; + +// Input uniform values +uniform mat4 matProjection; +uniform mat4 matView; + +// Output vertex attributes (to fragment shader) +out 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; +} diff --git a/assets/skybox.png b/assets/skybox.png new file mode 100644 index 0000000..36a79b2 Binary files /dev/null and b/assets/skybox.png differ diff --git a/assets/tree.png b/assets/tree.png index af9a24b..30d3fa9 100644 Binary files a/assets/tree.png and b/assets/tree.png differ -- cgit v1.2.3