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- #include "Uniforms.glsl"
- #include "Samplers.glsl"
- #include "Transform.glsl"
- varying vec3 vTexCoord;
- void VS()
- {
- mat4 modelMatrix = iModelMatrix;
- vec3 worldPos = GetWorldPos(modelMatrix);
- gl_Position = GetClipPos(worldPos);
- #ifndef GL_ES
- gl_Position.z = gl_Position.w;
- #else
- // On OpenGL ES force Z slightly in front of far plane to avoid clipping artifacts due to inaccuracy
- gl_Position.z = 0.999 * gl_Position.w;
- #endif
- vTexCoord = iPos.xyz;
- }
- void PS()
- {
- gl_FragColor = cMatDiffColor * textureCube(sDiffCubeMap, vTexCoord);
- }
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