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- import { Effect } from "babylonjs/Materials/effect";
- let name = 'lodCubePixelShader';
- let shader = `
- precision highp float;
- varying vec2 vUV;
- uniform samplerCube textureSampler;
- uniform float lod;
- void main(void)
- {
- vec2 uv=vUV*2.0-1.0;
- #ifdef POSITIVEX
- gl_FragColor=textureCube(textureSampler,vec3(1.001,uv.y,uv.x),lod);
- #endif
- #ifdef NEGATIVEX
- gl_FragColor=textureCube(textureSampler,vec3(-1.001,uv.y,uv.x),lod);
- #endif
- #ifdef POSITIVEY
- gl_FragColor=textureCube(textureSampler,vec3(uv.y,1.001,uv.x),lod);
- #endif
- #ifdef NEGATIVEY
- gl_FragColor=textureCube(textureSampler,vec3(uv.y,-1.001,uv.x),lod);
- #endif
- #ifdef POSITIVEZ
- gl_FragColor=textureCube(textureSampler,vec3(uv,1.001),lod);
- #endif
- #ifdef NEGATIVEZ
- gl_FragColor=textureCube(textureSampler,vec3(uv,-1.001),lod);
- #endif
- }`;
- Effect.ShadersStore[name] = shader;
- /** @hidden */
- export var lodCubePixelShader = { name, shader };
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