stk-code_catmod/data/shaders/sky.frag

15 lines
392 B
GLSL

uniform samplerCube tex;
out vec4 FragColor;
void main(void)
{
vec3 eyedir = vec3(mod(gl_FragCoord.xy, u_screen) / u_screen, 1.);
eyedir = 2.0 * eyedir - 1.0;
vec4 tmp = (u_inverse_projection_matrix * vec4(eyedir, 1.));
tmp /= tmp.w;
eyedir = (u_inverse_view_matrix * vec4(tmp.xyz, 0.)).xyz;
vec4 color = texture(tex, eyedir);
FragColor = vec4(color.xyz, 1.);
}