OpenSubdiv/examples/ptexViewer/skyshader.glsl
Takahito Tejima ab4f79c128 Remove deprecated GL calls, comply with 4.2/3.3 core profile. Use VAO, update glsl shaders, remove immediate draws, etc.
In example code, GLUT has been replaced with GLFW so that glViewer/ptexViewer can run on OSX (10.7 or later).

OSX note: still have some problem with clang, may need to explicitly specify gcc on cmake cmdline
 -DCMAKE_CXX_COMPILE=/usr/bin/g++

fixes #98
2013-01-29 15:54:18 -08:00

103 lines
3.9 KiB
GLSL

//
// Copyright (C) Pixar. All rights reserved.
//
// This license governs use of the accompanying software. If you
// use the software, you accept this license. If you do not accept
// the license, do not use the software.
//
// 1. Definitions
// The terms "reproduce," "reproduction," "derivative works," and
// "distribution" have the same meaning here as under U.S.
// copyright law. A "contribution" is the original software, or
// any additions or changes to the software.
// A "contributor" is any person or entity that distributes its
// contribution under this license.
// "Licensed patents" are a contributor's patent claims that read
// directly on its contribution.
//
// 2. Grant of Rights
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// including the license conditions and limitations in section 3,
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// including the license conditions and limitations in section 3,
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// made, use, sell, offer for sale, import, and/or otherwise
// dispose of its contribution in the software or derivative works
// of the contribution in the software.
//
// 3. Conditions and Limitations
// (A) No Trademark License- This license does not grant you
// rights to use any contributor's name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over
// patents that you claim are infringed by the software, your
// patent license from such contributor to the software ends
// automatically.
// (C) If you distribute any portion of the software, you must
// retain all copyright, patent, trademark, and attribution
// notices that are present in the software.
// (D) If you distribute any portion of the software in source
// code form, you may do so only under this license by including a
// complete copy of this license with your distribution. If you
// distribute any portion of the software in compiled or object
// code form, you may only do so under a license that complies
// with this license.
// (E) The software is licensed "as-is." You bear the risk of
// using it. The contributors give no express warranties,
// guarantees or conditions. You may have additional consumer
// rights under your local laws which this license cannot change.
// To the extent permitted under your local laws, the contributors
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//
//--------------------------------------------------------------
// sky vertex shader
//--------------------------------------------------------------
#ifdef SKY_VERTEX_SHADER
layout (location=0) in vec3 position;
layout (location=1) in vec2 texCoord;
uniform mat4 ModelViewProjectionMatrix;
out vec2 outTexCoord;
void
main()
{
gl_Position = ModelViewProjectionMatrix * vec4(position, 1);
outTexCoord = texCoord.xy;
}
#endif
//--------------------------------------------------------------
// sky fragment shader
//--------------------------------------------------------------
#ifdef SKY_FRAGMENT_SHADER
uniform sampler2D environmentMap;
in vec2 outTexCoord;
out vec4 outColor;
vec4 getEnvironmentHDR(sampler2D sampler, vec2 uv)
{
vec4 tex = texture(sampler, uv);
tex = vec4(pow(tex.xyz, vec3(0.4545)), 1);
return tex;
}
void
main()
{
outColor = getEnvironmentHDR(environmentMap, outTexCoord);
}
#endif