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authorDavid Thompson <dthompson2@worcester.edu>2021-09-21 20:31:17 -0400
committerDavid Thompson <dthompson2@worcester.edu>2021-09-21 20:34:43 -0400
commita700f36d804e9c6c64bdb4aa00bd7a039f3f553e (patch)
treec890b3348a8c07e718300685edfc6f562ca0c17e
parenta4f403625aa06197f9cd724da9f50dda47c216cc (diff)
Add missing skybox shader files.
Oopsies!
-rw-r--r--Makefile.am4
-rw-r--r--data/shaders/skybox-frag.glsl28
-rw-r--r--data/shaders/skybox-vert.glsl25
3 files changed, 56 insertions, 1 deletions
diff --git a/Makefile.am b/Makefile.am
index 883418a..da69162 100644
--- a/Makefile.am
+++ b/Makefile.am
@@ -155,7 +155,9 @@ dist_shaders_DATA = \
data/shaders/pbr-vert.glsl \
data/shaders/pbr-frag.glsl \
data/shaders/phong-vert.glsl \
- data/shaders/phong-frag.glsl
+ data/shaders/phong-frag.glsl \
+ data/shaders/skybox-frag.glsl \
+ data/shaders/skybox-vert.glsl
info_TEXINFOS = doc/chickadee.texi
doc_chickadee_TEXINFOS = \
diff --git a/data/shaders/skybox-frag.glsl b/data/shaders/skybox-frag.glsl
new file mode 100644
index 0000000..b388828
--- /dev/null
+++ b/data/shaders/skybox-frag.glsl
@@ -0,0 +1,28 @@
+// -*- mode: c -*-
+
+#ifdef GLSL120
+varying vec3 fragDir;
+#else
+in vec3 fragDir;
+#endif
+
+#ifdef GLSL330
+out vec4 fragColor;
+#endif
+
+#ifndef GLSL330
+#define fragColor gl_FragColor
+#endif
+
+uniform samplerCube cubeMap;
+
+#ifndef GLSL330
+// Compatibility shim for older GLSL versions.
+vec3 texture(samplerCube tex, vec3 coord) {
+ return textureCube(tex, coord);
+}
+#endif
+
+void main() {
+ fragColor = texture(cubeMap, fragDir);
+}
diff --git a/data/shaders/skybox-vert.glsl b/data/shaders/skybox-vert.glsl
new file mode 100644
index 0000000..312fcd6
--- /dev/null
+++ b/data/shaders/skybox-vert.glsl
@@ -0,0 +1,25 @@
+// -*- mode: c -*-
+
+#ifdef GLSL330
+layout (location = 0) in vec3 position;
+#elif defined(GLSL130)
+in vec3 position;
+#elif defined(GLSL120)
+attribute vec3 position;
+#endif
+
+#ifdef GLSL120
+varying vec3 fragDir;
+#else
+out vec3 fragDir;
+#endif
+
+uniform mat4 view;
+uniform mat4 projection;
+
+void main() {
+ // Remove the translation part of the view matrix.
+ mat4 viewDir = mat4(mat3(view));
+ fragDir = position;
+ gl_Position = projection * viewDir * vec4(position, 1.0);
+}