// // 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; }