37 lines
790 B
GLSL
37 lines
790 B
GLSL
#ifdef UBO_DISABLED
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uniform mat4 ViewMatrix;
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uniform mat4 ProjectionMatrix;
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uniform mat4 InverseViewMatrix;
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uniform mat4 InverseProjectionMatrix;
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uniform vec2 screen;
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#else
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layout (std140) uniform MatrixesData
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{
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mat4 ViewMatrix;
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mat4 ProjectionMatrix;
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mat4 InverseViewMatrix;
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mat4 InverseProjectionMatrix;
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mat4 ShadowViewProjMatrixes[4];
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vec2 screen;
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};
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#endif
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uniform samplerCube tex;
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#if __VERSION__ >= 130
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out vec4 FragColor;
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#else
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#define FragColor gl_FragColor
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#endif
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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 = (InverseViewMatrix * InverseProjectionMatrix * vec4(eyedir, 1.));
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eyedir = tmp.xyz / tmp.w;
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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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