stk-code_catmod/data/shaders/sky.frag

20 lines
436 B
GLSL
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uniform samplerCube tex;
#if __VERSION__ >= 130
out vec4 FragColor;
#else
#define FragColor gl_FragColor
#endif
void main(void)
{
vec3 eyedir = gl_FragCoord.xyz / vec3(screen, 1.);
eyedir = 2.0 * eyedir - 1.0;
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vec4 tmp = (InverseProjectionMatrix * vec4(eyedir, 1.));
tmp /= tmp.w;
eyedir = (InverseViewMatrix * vec4(tmp.xyz, 0.)).xyz;
vec4 color = texture(tex, eyedir);
FragColor = vec4(color.xyz, 1.);
}