From cdda4c4182c9ee068567529715e4a5c68a8efb58 Mon Sep 17 00:00:00 2001 From: bonmas14 Date: Sat, 20 Sep 2025 22:28:15 +0300 Subject: Init commit v1.0 --- .../models/resources/shaders/glsl100/skybox.fs | 31 ++++++++++++++++++++++ 1 file changed, 31 insertions(+) create mode 100644 deps/raylib/examples/models/resources/shaders/glsl100/skybox.fs (limited to 'deps/raylib/examples/models/resources/shaders/glsl100/skybox.fs') diff --git a/deps/raylib/examples/models/resources/shaders/glsl100/skybox.fs b/deps/raylib/examples/models/resources/shaders/glsl100/skybox.fs new file mode 100644 index 0000000..0ea6876 --- /dev/null +++ b/deps/raylib/examples/models/resources/shaders/glsl100/skybox.fs @@ -0,0 +1,31 @@ +#version 100 + +precision mediump float; + +// Input vertex attributes (from vertex shader) +varying vec3 fragPosition; + +// Input uniform values +uniform samplerCube environmentMap; +uniform bool vflipped; +uniform bool doGamma; + +void main() +{ + // Fetch color from texture map + vec4 texelColor = vec4(0.0); + + if (vflipped) texelColor = textureCube(environmentMap, vec3(fragPosition.x, -fragPosition.y, fragPosition.z)); + else texelColor = textureCube(environmentMap, fragPosition); + + vec3 color = vec3(texelColor.x, texelColor.y, texelColor.z); + + if (doGamma) // Apply gamma correction + { + color = color/(color + vec3(1.0)); + color = pow(color, vec3(1.0/2.2)); + } + + // Calculate final fragment color + gl_FragColor = vec4(color, 1.0); +} -- cgit v1.2.3-70-g09d2