Files
Prism/Editor/assets/shaders/Skybox.glsl

33 lines
502 B
GLSL

// Skybox shader
#type vertex
#version 430
layout(location = 0) in vec3 a_Position;
uniform mat4 u_InverseVP;
out vec3 v_Position;
void main()
{
vec4 position = vec4(a_Position.xy, 1.0, 1.0);
gl_Position = position;
v_Position = (u_InverseVP * position).xyz;
}
#type fragment
#version 430
layout(location = 0) out vec4 finalColor;
uniform samplerCube u_Texture;
uniform float u_TextureLod;
in vec3 v_Position;
void main()
{
finalColor = textureLod(u_Texture, v_Position, u_TextureLod);
}