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skybox.glslv
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skybox.glslv
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#version GLSL_VERSION
#var PROCEDURAL_SKYDOME 0
#var WO_SKYTEX 0
#var WO_SKYBLEND 0
#include <std.glsl>
uniform mat4 u_cube_view_matrix;
/*==============================================================================
SHADER INTERFACE
==============================================================================*/
GLSL_IN vec3 a_position;
//------------------------------------------------------------------------------
GLSL_OUT vec3 v_ray;
#if !PROCEDURAL_SKYDOME && (WO_SKYTEX || WO_SKYBLEND)
GLSL_OUT vec2 v_texcoord;
#endif
/*==============================================================================
MAIN
==============================================================================*/
void main(void) {
vec4 position = vec4(a_position.xy, 0.999999, 1.0);
vec4 ray = u_cube_view_matrix * position;
v_ray = ray.xyz;
#if !PROCEDURAL_SKYDOME && (WO_SKYTEX || WO_SKYBLEND)
v_texcoord = a_position.xy;
#endif
gl_Position = position;
}