Pixel-Composer/shaders/sh_d3d_background/sh_d3d_background.fsh
2023-08-28 12:56:00 +02:00

30 lines
750 B
GLSL

//
// 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;
}