skybox.glslv 1.0 KB

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