sky.glslv 1.3 KB

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  1. #version GLSL_VERSION
  2. /*==============================================================================
  3. VARS
  4. ==============================================================================*/
  5. #var PROCEDURAL_SKYDOME 0
  6. #var WO_SKYTEX 0
  7. #var WO_SKYBLEND 0
  8. /*============================================================================*/
  9. #include <std.glsl>
  10. uniform mat4 u_sky_vp_inverse;
  11. /*==============================================================================
  12. SHADER INTERFACE
  13. ==============================================================================*/
  14. GLSL_IN vec3 a_position;
  15. //------------------------------------------------------------------------------
  16. GLSL_OUT vec3 v_ray;
  17. #if !PROCEDURAL_SKYDOME && (WO_SKYTEX || WO_SKYBLEND)
  18. GLSL_OUT vec2 v_texcoord;
  19. #endif
  20. /*==============================================================================
  21. MAIN
  22. ==============================================================================*/
  23. void main(void) {
  24. // z = 0.999999; compare with lens_flares and stars
  25. vec4 position = vec4(a_position.xy, 0.9999999, 1.0);
  26. vec4 ray = u_sky_vp_inverse * position;
  27. v_ray = ray.xyz;
  28. #if !PROCEDURAL_SKYDOME && (WO_SKYTEX || WO_SKYBLEND)
  29. v_texcoord = a_position.xy;
  30. #endif
  31. gl_Position = position;
  32. }