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https://git.code.sf.net/p/quake/quakeforge
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6e2d625d36
Quake and GL are rotated relative to each other, so care must be taken when loading and rendering.
17 lines
445 B
GLSL
17 lines
445 B
GLSL
uniform samplerCube sky;
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varying vec3 direction;
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void
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main (void)
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{
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vec3 dir = direction;
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dir *= inversesqrt (dot (dir, dir));
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// NOTE: quake's world and GL's world are rotated relative to each other
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// quake has x right, y in, z up. gl has x right, y up, z out
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// The textures are loaded with GL's z (quake's y) already negated, so
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// all that's needed here is to swizzle y and z.
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gl_FragColor = textureCube(sky, dir.xzy);
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}
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