mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-14 06:23:55 +01:00
30 lines
750 B
Plaintext
30 lines
750 B
Plaintext
|
//
|
||
|
// 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;
|
||
|
}
|