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@ -1,14 +1,6 @@ |
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/******************************************************************************************* |
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* |
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* rPBR [shader] - Background skybox fragment shader |
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* |
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* Copyright (c) 2017 Victor Fisac |
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* |
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* 19-Jun-2020 - modified by Giuseppe Mastrangelo (@peppemas) - VFlip Support |
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* |
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**********************************************************************************************/ |
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#version 100 |
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nf">#version 110 |
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precision mediump float; |
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// Input vertex attributes (from vertex shader) |
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// Input vertex attributes (from vertex shader) |
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varying vec3 fragPosition; |
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varying vec3 fragPosition; |
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@ -20,11 +12,13 @@ uniform bool vflipped; |
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void main() |
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void main() |
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{ |
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{ |
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// Fetch color from texture map |
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// Fetch color from texture map |
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vec3 color = { 0.0 }; |
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vec4 texelColor = vec4(0.0); |
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if (vflipped) color = texture2D(environmentMap, vec3(fragPosition.x, -fragPosition.y, fragPosition.z)).rgb; |
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else color = texture2D(environmentMap, fragPosition).rgb; |
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if (vflipped) texelColor = textureCube(environmentMap, vec3(fragPosition.x, -fragPosition.y, fragPosition.z)); |
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else texelColor = textureCube(environmentMap, fragPosition); |
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vec3 color = vec3(texelColor.x, texelColor.y, texelColor.z); |
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// Apply gamma correction |
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// Apply gamma correction |
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color = color/(color + vec3(1.0)); |
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color = color/(color + vec3(1.0)); |
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color = pow(color, vec3(1.0/2.2)); |
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color = pow(color, vec3(1.0/2.2)); |
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