fteqw/engine/shaders/vulkan/postproc_panorama.glsl

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!!cvarf ffov
!!samps reflectcube
#include "sys/defs.h"
//panoramic view rendering, for promo map shots or whatever.
layout(location=0) varying vec2 texcoord;
#ifdef VERTEX_SHADER
void main()
{
texcoord = v_texcoord.xy;
gl_Position = ftetransform();
}
#endif
#ifdef FRAGMENT_SHADER
void main()
{
vec3 tc;
float ang;
ang = texcoord.x*radians(cvar_ffov);
tc.x = sin(ang);
tc.y = -texcoord.y;
tc.z = cos(ang);
gl_FragColor = textureCube(s_reflectcube, tc);
}
#endif