sky.frag 367 B

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  1. uniform samplerCube tex;
  2. out vec4 FragColor;
  3. void main(void)
  4. {
  5. vec3 eyedir = vec3(gl_FragCoord.xy / screen, 1.);
  6. eyedir = 2.0 * eyedir - 1.0;
  7. vec4 tmp = (InverseProjectionMatrix * vec4(eyedir, 1.));
  8. tmp /= tmp.w;
  9. eyedir = (InverseViewMatrix * vec4(tmp.xyz, 0.)).xyz;
  10. vec4 color = texture(tex, eyedir);
  11. FragColor = vec4(color.xyz, 1.);
  12. }