skybox.glsl 528 B

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  1. //@renderpasses 0
  2. //@import "std"
  3. //@vertex
  4. void main(){
  5. transformQuadVertex();
  6. }
  7. //@fragment
  8. void main(){
  9. vec4 clip=r_InverseProjectionMatrix * vec4( v_ClipPosition,1.0,1.0 );
  10. vec3 tv=r_EnvMatrix * (clip.xyz/clip.w);
  11. vec3 frag=pow( textureCube( r_SkyTexture,tv ).rgb,vec3( 2.2 ) );
  12. #if MX2_DEFERREDRENDERER
  13. gl_FragData[0]=vec4( frag,1.0 ); //accum
  14. gl_FragData[1]=vec4( 0.0,0.0,0.0,1.0 ); //color_m
  15. gl_FragData[2]=vec4( 0.5,0.5,0.5,1.0 ); //normal_r
  16. #else
  17. emitLinearFragment( frag,1.0 );
  18. #endif
  19. }