28 lines
698 B
GLSL
28 lines
698 B
GLSL
/*******************************************************************************************
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*
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* rPBR [shader] - Equirectangular to cubemap vertex shader
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*
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* Copyright (c) 2017 Victor Fisac
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*
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**********************************************************************************************/
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#version 330
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# Input vertex attributes
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in vec3 vertexPosition
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# Input uniform values
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uniform mat4 projection
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uniform mat4 view
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# Output vertex attributes (to fragment shader)
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out vec3 fragPos
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void main()
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[
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# Calculate fragment position based on model transformations
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fragPos = vertexPosition
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# Calculate final vertex position
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gl_Position = projection*view*vec4(vertexPosition, 1.0)
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]
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