quakeforge/libs/video/renderer/glsl/quakeskb.frag
Bill Currie 536ee48a97 Some minor skybox improvements suggested by mh.
Rearrange the sky_suffix and sky_coords arrays and remove the sky_target
array such that the faces can be loaded using
GL_TEXTURE_CUBE_MAP_POSITIVE_X + i (apparently certain drivers break if
the faces aren't loaded in the correct order).

Also, the nomalization of the direction vector in the fragment isn't
necessary.
2012-09-12 15:20:35 +09:00

32 lines
687 B
GLSL

uniform samplerCube sky;
uniform vec4 fog;
varying vec3 direction;
float
sqr (float x)
{
return x * x;
}
vec4
fogBlend (vec4 color)
{
float f;
vec4 fog_color = vec4 (fog.rgb, 1.0);
f = exp (-sqr (fog.a * gl_FragCoord.z / gl_FragCoord.w));
return vec4 (mix (fog_color.rgb, color.rgb, f), color.a);
}
void
main (void)
{
vec3 dir = direction;
// NOTE: quake's world and GL's world are rotated relative to each other
// quake has x right, y in, z up. gl has x right, y up, z out
// The textures are loaded with GL's z (quake's y) already negated, so
// all that's needed here is to swizzle y and z.
gl_FragColor = fogBlend (textureCube(sky, dir.xzy));
}