32 lines
848 B
GLSL
32 lines
848 B
GLSL
#include "Uniforms.glsl"
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#include "Samplers.glsl"
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#include "Transform.glsl"
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varying vec3 vTexCoord;
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void VS()
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{
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#ifdef IGNORENODETRANSFORM
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mat4 modelMatrix = mat4(
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vec4(1.0, 0.0, 0.0, cViewInv[0].w),
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vec4(0.0, 1.0, 0.0, cViewInv[1].w),
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vec4(0.0, 0.0, 1.0, cViewInv[2].w),
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vec4(0.0, 0.0, 0.0, 1.0));
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#else
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mat4 modelMatrix = iModelMatrix;
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#endif
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vec3 worldPos = GetWorldPos(modelMatrix);
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gl_Position = GetClipPos(worldPos);
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gl_Position.z = gl_Position.w;
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vTexCoord = iPos.xyz;
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}
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void PS()
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{
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vec4 sky = cMatDiffColor * textureCube(sDiffCubeMap, vTexCoord);
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#ifdef HDRSCALE
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sky = pow(sky + clamp((cAmbientColor.a - 1.0) * 0.1, 0.0, 0.25), max(vec4(cAmbientColor.a), 1.0)) * clamp(cAmbientColor.a, 0.0, 1.0);
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#endif
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gl_FragColor = sky;
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}
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