Pixel-Composer/build/Windows/0/cache/sh_d3d_background.shader

53 lines
1.5 KiB
Text
Raw Normal View History

//
// Simple passthrough vertex shader
//
attribute vec3 in_Position; // (x,y,z)
attribute vec3 in_Normal; // (x,y,z) unused in this shader.
attribute vec4 in_Colour; // (r,g,b,a)
attribute vec2 in_TextureCoord; // (u,v)
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
varying vec4 v_worldPosition;
void main() {
vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0);
gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;
v_vColour = in_Colour;
v_vTexcoord = in_TextureCoord;
v_worldPosition = gm_Matrices[MATRIX_WORLD] * object_space_pos;
}
//######################_==_YOYO_SHADER_MARKER_==_######################@~
//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
varying vec4 v_worldPosition;
#define PI 3.14159265359
#define TAU 6.28318530718
uniform vec4 light_ambient;
uniform vec3 cameraPosition;
uniform int env_use_mapping;
uniform sampler2D env_map;
uniform vec2 env_map_dimension;
vec2 equirectangularUv(vec3 dir) {
vec3 n = normalize(dir);
return vec2((atan(n.x, n.y) / TAU) + 0.5, 1. - acos(n.z) / PI);
}
void main() {
if(env_use_mapping == 1) {
vec3 viewDirection = normalize(cameraPosition - v_worldPosition.xyz);
vec2 viewSample = equirectangularUv(viewDirection);
gl_FragColor = light_ambient * texture2D(env_map, viewSample);
} else
gl_FragColor = light_ambient;
}