15 lines
368 B
GLSL
15 lines
368 B
GLSL
uniform samplerCube tex;
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out vec4 FragColor;
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void main(void)
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{
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vec3 eyedir = gl_FragCoord.xyz / vec3(screen, 1.);
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eyedir = 2.0 * eyedir - 1.0;
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vec4 tmp = (InverseProjectionMatrix * vec4(eyedir, 1.));
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tmp /= tmp.w;
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eyedir = (InverseViewMatrix * vec4(tmp.xyz, 0.)).xyz;
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vec4 color = texture(tex, eyedir);
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FragColor = vec4(color.xyz, 1.);
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}
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