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			32 lines
		
	
	
		
			772 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			32 lines
		
	
	
		
			772 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #version 100
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| 
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| precision mediump float;
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| 
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| // Input vertex attributes (from vertex shader)
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| varying vec3 fragPosition;
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| 
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| // Input uniform values
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| uniform samplerCube environmentMap;
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| uniform bool vflipped;
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| uniform bool doGamma;
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| 
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| void main()
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| {
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|     // Fetch color from texture map
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|     vec4 texelColor = vec4(0.0);
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| 
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|     if (vflipped) texelColor = textureCube(environmentMap, vec3(fragPosition.x, -fragPosition.y, fragPosition.z));
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|     else texelColor = textureCube(environmentMap, fragPosition);
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| 
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|     vec3 color = vec3(texelColor.x, texelColor.y, texelColor.z);
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| 
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|     if (doGamma) // Apply gamma correction
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|     {
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|         color = color/(color + vec3(1.0));
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|         color = pow(color, vec3(1.0/2.2));
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|     }
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| 
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|     // Calculate final fragment color
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|     gl_FragColor = vec4(color, 1.0);
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| }
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