Swapped example code to my old project frame.
30
assets/shaders/skybox.fs
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#version 330
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// Input vertex attributes (from vertex shader)
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in vec3 fragPosition;
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// Input uniform values
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uniform samplerCube environmentMap;
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uniform bool vflipped;
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uniform bool doGamma;
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// Output fragment color
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out vec4 finalColor;
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void main()
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{
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// Fetch color from texture map
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vec3 color = vec3(0.0);
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if (vflipped) color = texture(environmentMap, vec3(fragPosition.x, -fragPosition.y, fragPosition.z)).rgb;
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else color = texture(environmentMap, fragPosition).rgb;
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if (doGamma)// Apply gamma correction
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{
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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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}
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// Calculate final fragment color
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finalColor = vec4(color, 1.0);
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}
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24
assets/shaders/skybox.vs
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#version 330
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// Input vertex attributes
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in vec3 vertexPosition;
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// Input uniform values
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uniform mat4 matProjection;
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uniform mat4 matView;
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// Output vertex attributes (to fragment shader)
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out vec3 fragPosition;
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void main()
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{
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// Calculate fragment position based on model transformations
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fragPosition = vertexPosition;
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// Remove translation from the view matrix
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mat4 rotView = mat4(mat3(matView));
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vec4 clipPos = matProjection*rotView*vec4(vertexPosition, 1.0);
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// Calculate final vertex position
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gl_Position = clipPos;
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}
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BIN
assets/textures/Grass_01.png
Normal file
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After Width: | Height: | Size: 1.0 MiB |
BIN
assets/textures/cubemaps/back.png
Normal file
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After Width: | Height: | Size: 746 KiB |
BIN
assets/textures/cubemaps/bottom.png
Normal file
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After Width: | Height: | Size: 753 KiB |
BIN
assets/textures/cubemaps/cubemap.png
Normal file
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After Width: | Height: | Size: 5.1 MiB |
BIN
assets/textures/cubemaps/front.png
Normal file
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After Width: | Height: | Size: 1017 KiB |
BIN
assets/textures/cubemaps/left.png
Normal file
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After Width: | Height: | Size: 807 KiB |
BIN
assets/textures/cubemaps/right.png
Normal file
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After Width: | Height: | Size: 838 KiB |
BIN
assets/textures/cubemaps/top.png
Normal file
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After Width: | Height: | Size: 830 KiB |