#version 330 core layout(location = 0) in vec4 pos; layout(location = 3) in vec4 multiTexCoord0; out vec3 cubemapCoord; uniform mat4 osg_ModelViewProjectionMatrix; uniform int fg_CubemapFace; 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 switch(fg_CubemapFace) { case 0: // +X cubemapCoord = vec3(1.0, -texCoord.y, -texCoord.x); break; case 1: // -X cubemapCoord = vec3(-1.0, -texCoord.y, texCoord.x); break; case 2: // +Y cubemapCoord = vec3(texCoord.x, 1.0, texCoord.y); break; case 3: // -Y cubemapCoord = vec3(texCoord.x, -1.0, -texCoord.y); break; case 4: // +Z cubemapCoord = vec3(texCoord.x, -texCoord.y, 1.0); break; case 5: // -Z cubemapCoord = vec3(-texCoord.x, -texCoord.y, -1.0); break; } }