//@renderpasses 0 //@import "std" //@vertex void main(){ transformQuadVertex(); } //@fragment void main(){ vec4 clip=r_InverseProjectionMatrix * vec4( v_ClipPosition,1.0,1.0 ); vec3 tv=r_EnvMatrix * (clip.xyz/clip.w); vec3 frag=pow( textureCube( r_SkyTexture,tv ).rgb,vec3( 2.2 ) ); #if MX2_DEFERREDRENDERER gl_FragData[0]=vec4( frag,1.0 ); //accum gl_FragData[1]=vec4( 0.0,0.0,0.0,1.0 ); //color_m gl_FragData[2]=vec4( 0.5,0.5,0.5,1.0 ); //normal_r #else emitLinearFragment( frag,1.0 ); #endif }