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- uniform samplerCube tex;
- out vec4 FragColor;
- void main(void)
- {
- vec3 eyedir = vec3(gl_FragCoord.xy / screen, 1.);
- eyedir = 2.0 * eyedir - 1.0;
- vec4 tmp = (InverseProjectionMatrix * vec4(eyedir, 1.));
- tmp /= tmp.w;
- eyedir = (InverseViewMatrix * vec4(tmp.xyz, 0.)).xyz;
- vec4 color = texture(tex, eyedir);
- FragColor = vec4(color.xyz, 1.);
- }
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