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- // Samplers
- varying vec2 vUV;
- uniform samplerCube textureSampler;
- void main(void)
- {
- vec2 uv = vUV * 2.0 - 1.0;
- #ifdef POSITIVEX
- gl_FragColor = textureCube(textureSampler, vec3(1.001, uv.y, uv.x));
- #endif
- #ifdef NEGATIVEX
- gl_FragColor = textureCube(textureSampler, vec3(-1.001, uv.y, uv.x));
- #endif
- #ifdef POSITIVEY
- gl_FragColor = textureCube(textureSampler, vec3(uv.y, 1.001, uv.x));
- #endif
- #ifdef NEGATIVEY
- gl_FragColor = textureCube(textureSampler, vec3(uv.y, -1.001, uv.x));
- #endif
- #ifdef POSITIVEZ
- gl_FragColor = textureCube(textureSampler, vec3(uv, 1.001));
- #endif
- #ifdef NEGATIVEZ
- gl_FragColor = textureCube(textureSampler, vec3(uv, -1.001));
- #endif
- }
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