// // Copyright 2013 Pixar // // Licensed under the terms set forth in the LICENSE.txt file available at // https://opensubdiv.org/license. // //-------------------------------------------------------------- // sky vertex shader //-------------------------------------------------------------- #ifdef SKY_VERTEX_SHADER layout (location=0) in vec3 position; layout (location=1) in vec2 texCoord; uniform mat4 ModelViewProjectionMatrix; out vec2 outTexCoord; void main() { gl_Position = ModelViewProjectionMatrix * vec4(position, 1); outTexCoord = texCoord.xy; } #endif //-------------------------------------------------------------- // sky fragment shader //-------------------------------------------------------------- #ifdef SKY_FRAGMENT_SHADER uniform sampler2D environmentMap; in vec2 outTexCoord; out vec4 outColor; vec4 getEnvironmentHDR(sampler2D sampler, vec2 uv) { vec4 tex = texture(sampler, uv); tex = vec4(pow(tex.xyz, vec3(0.4545)), 1); return tex; } void main() { outColor = getEnvironmentHDR(environmentMap, outTexCoord); } #endif