OpenSubdiv/examples/ptexViewer/skyshader.glsl
Takahito Tejima 51a45b598d Updating EULA
2013-07-18 14:19:50 -07:00

71 lines
1.9 KiB
GLSL

//
// Copyright 2013 Pixar
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License
// and the following modification to it: Section 6 Trademarks.
// deleted and replaced with:
//
// 6. Trademarks. This License does not grant permission to use the
// trade names, trademarks, service marks, or product names of the
// Licensor and its affiliates, except as required for reproducing
// the content of the NOTICE file.
//
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing,
// software distributed under the License is distributed on an
// "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND,
// either express or implied. See the License for the specific
// language governing permissions and limitations under the
// License.
//
//--------------------------------------------------------------
// 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