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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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-#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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+
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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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