!!ver 110 !!permu FOG !!samps reflectcube !!cvardf gl_fake16bit=0 !!cvardf gl_monochrome=0 !!cvardf gl_brighten=0 #include "sys/defs.h" #include "sys/fog.h" varying vec3 pos; #ifdef VERTEX_SHADER void main () { pos = v_position.xyz - e_eyepos; pos.y = -pos.y; gl_Position = ftetransform(); } #endif #ifdef FRAGMENT_SHADER void main () { vec4 skybox = textureCube(s_reflectcube, pos); #if gl_brighten == 1 skybox.rgb += vec3(0.1f,0.1f,0.1f) * 0.9f; #endif #if gl_fake16bit == 1 skybox.rgb = floor(skybox.rgb * vec3(32,64,32))/vec3(32,64,32); #endif #if gl_monochrome == 1 float m = (skybox.r + skybox.g + skybox.b) / 3.0f; skybox.rgb = vec3(m,m,m); #endif gl_FragColor = vec4(fog3(skybox.rgb), 1.0); } #endif