skyBox_optimized.frag 457 B

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  1. #version 150
  2. out vec4 a_outColor;
  3. in vec3 v_texCoords;
  4. uniform samplerCube u_skybox;
  5. uniform vec3 u_ambient;
  6. uniform int u_skyBoxPresent;
  7. void main ()
  8. {
  9. vec3 tmpvar_1;
  10. tmpvar_1 = pow (u_ambient, vec3(2.2, 2.2, 2.2));
  11. if ((u_skyBoxPresent != 0)) {
  12. vec4 tmpvar_2;
  13. tmpvar_2 = textureLod (u_skybox, v_texCoords, 2.0);
  14. a_outColor.w = tmpvar_2.w;
  15. a_outColor.xyz = (tmpvar_2.xyz * tmpvar_1);
  16. } else {
  17. a_outColor.xyz = tmpvar_1;
  18. };
  19. }