Added an argument to the shader in order to flip the texture
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peppemas 2020-06-19 16:14:19 +02:00 committed by GitHub
parent 6acb7bcfe4
commit fd81e10153
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@ -4,23 +4,35 @@
* *
* Copyright (c) 2017 Victor Fisac * Copyright (c) 2017 Victor Fisac
* *
* 19-Jun-2020 - modified by Giuseppe Mastrangelo (@peppemas) - VFlip Support
*
**********************************************************************************************/ **********************************************************************************************/
#version 330 #version 110
// Input vertex attributes (from vertex shader) // Input vertex attributes (from vertex shader)
in vec3 fragPosition; in vec3 fragPosition;
// Input uniform values // Input uniform values
uniform samplerCube environmentMap; uniform samplerCube environmentMap;
uniform bool vflipped;
// Output fragment color // Output fragment color
out vec4 finalColor; out vec4 finalColor;
vec4 flipTextureCube(samplerCube sampler, vec3 texCoord) {
return texture(sampler, vec3(texCoord.x,-texCoord.y,texCoord.z));
}
void main() void main()
{ {
// Fetch color from texture map // Fetch color from texture map
vec3 color = texture(environmentMap, fragPosition).rgb; vec3 color;
if (vflipped )
color = flipTextureCube(environmentMap, fragPosition).rgb;
else
color = texture(environmentMap, fragPosition).rgb;
// Apply gamma correction // Apply gamma correction
color = color/(color + vec3(1.0)); color = color/(color + vec3(1.0));