quakeforge/libs/video/renderer/glsl/quakeskb.frag

18 lines
445 B
GLSL

uniform samplerCube sky;
varying vec3 direction;
void
main (void)
{
vec3 dir = direction;
dir *= inversesqrt (dot (dir, dir));
// 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 = textureCube(sky, dir.xzy);
}