30 lines
1 KiB
GLSL
30 lines
1 KiB
GLSL
|
#version 330 core
|
||
|
|
||
|
layout(location = 0) in vec4 pos;
|
||
|
layout(location = 3) in vec4 multiTexCoord0;
|
||
|
|
||
|
out vec3 cubemapCoord0;
|
||
|
out vec3 cubemapCoord1;
|
||
|
out vec3 cubemapCoord2;
|
||
|
out vec3 cubemapCoord3;
|
||
|
out vec3 cubemapCoord4;
|
||
|
out vec3 cubemapCoord5;
|
||
|
|
||
|
uniform mat4 osg_ModelViewProjectionMatrix;
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
gl_Position = osg_ModelViewProjectionMatrix * pos;
|
||
|
vec2 texCoord = multiTexCoord0.xy * 2.0 - 1.0;
|
||
|
// Map the quad texture coordinates to a direction vector to sample
|
||
|
// the cubemap. This assumes that we are using the weird left-handed
|
||
|
// orientations given by the OpenGL spec.
|
||
|
// See https://www.khronos.org/opengl/wiki/Cubemap_Texture#Upload_and_orientation
|
||
|
cubemapCoord0 = vec3(1.0, -texCoord.y, -texCoord.x);
|
||
|
cubemapCoord1 = vec3(-1.0, -texCoord.y, texCoord.x);
|
||
|
cubemapCoord2 = vec3(texCoord.x, 1.0, texCoord.y);
|
||
|
cubemapCoord3 = vec3(texCoord.x, -1.0, -texCoord.y);
|
||
|
cubemapCoord4 = vec3(texCoord.x, -texCoord.y, 1.0);
|
||
|
cubemapCoord5 = vec3(-texCoord.x, -texCoord.y, -1.0);
|
||
|
}
|