2014-02-26 15:53:29 -05:00
|
|
|
uniform samplerCube tex;
|
2014-02-28 11:29:05 -05:00
|
|
|
|
|
|
|
#if __VERSION__ >= 130
|
2014-02-26 15:53:29 -05:00
|
|
|
out vec4 FragColor;
|
2014-02-28 11:29:05 -05:00
|
|
|
#else
|
|
|
|
#define FragColor gl_FragColor
|
|
|
|
#endif
|
|
|
|
|
2014-02-26 15:53:29 -05:00
|
|
|
|
|
|
|
void main(void)
|
|
|
|
{
|
|
|
|
vec3 eyedir = gl_FragCoord.xyz / vec3(screen, 1.);
|
|
|
|
eyedir = 2.0 * eyedir - 1.0;
|
2014-10-01 20:53:31 -04:00
|
|
|
vec4 tmp = (InverseProjectionMatrix * vec4(eyedir, 1.));
|
|
|
|
tmp /= tmp.w;
|
|
|
|
eyedir = (InverseViewMatrix * vec4(tmp.xyz, 0.)).xyz;
|
2014-02-26 15:53:29 -05:00
|
|
|
vec4 color = texture(tex, eyedir);
|
2014-04-21 18:44:08 -04:00
|
|
|
FragColor = vec4(color.xyz, 1.);
|
2014-02-26 15:53:29 -05:00
|
|
|
}
|