35 lines
818 B
GLSL
35 lines
818 B
GLSL
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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};
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uniform samplerCube tex;
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uniform vec2 screen;
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#if __VERSION__ >= 130
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in vec3 nor;
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out vec4 FragColor;
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#else
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varying vec3 nor;
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#define FragColor gl_FragColor
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#endif
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void main() {
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vec3 fpos = gl_FragCoord.xyz / vec3(screen, 1.);
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vec4 xpos = 2.0 * vec4(fpos, 1.0) - 1.0;
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xpos = InverseProjectionMatrix * xpos;
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xpos.xyz /= xpos.w;
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vec3 viewSampleDir = reflect(xpos.xyz, nor);
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// Convert sampleDir in world space (where tex was generated)
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vec4 sampleDir = transpose(InverseViewMatrix) * vec4(viewSampleDir, 0.);
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vec4 detail0 = texture(tex, sampleDir.xyz);
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FragColor = vec4(detail0.xyz, 1.);
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}
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