33 lines
520 B
GLSL
33 lines
520 B
GLSL
// Simple Textured Quad Shader
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#type vertex
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#version 430
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layout(location = 0) in vec3 a_Position;
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layout(location = 1) in vec2 a_TexCoord;
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uniform mat4 u_InverseVP;
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out vec3 v_Position;
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void main()
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{
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vec4 position = vec4(a_Position.xy, 1.0, 1.0);
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gl_Position = position;
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v_Position = (u_InverseVP * position).xyz;
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}
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#type fragment
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#version 430
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layout(location = 0) out vec4 finalColor;
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uniform samplerCube u_Texture;
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in vec3 v_Position;
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void main()
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{
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finalColor = textureLod(u_Texture, v_Position, 0.0);
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} |