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fgdata/Shaders/HDR/trivial-cubemap.vert
2021-07-23 07:46:05 +02:00

40 lines
1.2 KiB
GLSL

#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;
}
}