mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
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c399655dcc
Sync'ing the 'dev' branch with the 'feature_3.0dev' branch at commit 68c6d11fc36761ae1a5e6cdc3457be16f2e9704a The branch 'feature_3.0dev' is now locked and preserved for historical purposes.
70 lines
2.0 KiB
GLSL
70 lines
2.0 KiB
GLSL
//
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// Copyright 2013 Pixar
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//
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// Licensed under the Apache License, Version 2.0 (the "Apache License")
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// with the following modification; you may not use this file except in
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// compliance with the Apache License and the following modification to it:
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// Section 6. Trademarks. is deleted and replaced with:
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//
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// 6. Trademarks. This License does not grant permission to use the trade
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// names, trademarks, service marks, or product names of the Licensor
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// and its affiliates, except as required to comply with Section 4(c) of
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// the License and to reproduce the content of the NOTICE file.
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//
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// You may obtain a copy of the Apache License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the Apache License with the above modification is
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// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
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// KIND, either express or implied. See the Apache License for the specific
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// language governing permissions and limitations under the Apache License.
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//
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//--------------------------------------------------------------
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// sky vertex shader
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//--------------------------------------------------------------
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#ifdef SKY_VERTEX_SHADER
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layout (location=0) in vec3 position;
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layout (location=1) in vec2 texCoord;
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uniform mat4 ModelViewProjectionMatrix;
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out vec2 outTexCoord;
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void
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main()
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{
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gl_Position = ModelViewProjectionMatrix * vec4(position, 1);
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outTexCoord = texCoord.xy;
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}
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#endif
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//--------------------------------------------------------------
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// sky fragment shader
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//--------------------------------------------------------------
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#ifdef SKY_FRAGMENT_SHADER
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uniform sampler2D environmentMap;
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in vec2 outTexCoord;
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out vec4 outColor;
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vec4 getEnvironmentHDR(sampler2D sampler, vec2 uv)
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{
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vec4 tex = texture(sampler, uv);
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tex = vec4(pow(tex.xyz, vec3(0.4545)), 1);
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return tex;
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}
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void
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main()
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{
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outColor = getEnvironmentHDR(environmentMap, outTexCoord);
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}
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#endif
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