Support float texture data on OpenGL ES 2.0

This commit is contained in:
raysan5 2018-12-25 15:19:25 +01:00
parent 35a6e9a074
commit 7b8965eb38
7 changed files with 23 additions and 14 deletions

View file

@ -21,7 +21,7 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [models] example - skybox loading and drawing");
// Define the camera to look into our 3d world
Camera camera = {{ 1.0f, 1.0f, 1.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
Camera camera = {{ 1.0f, 1.0f, 1.0f }, { 4.0f, 1.0f, 4.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
// Load skybox model
Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);

View file

@ -9,7 +9,7 @@
#version 330
// Input vertex attributes (from vertex shader)
in vec3 fragPos;
in vec3 fragPosition;
// Input uniform values
uniform sampler2D equirectangularMap;
@ -28,7 +28,7 @@ vec2 SampleSphericalMap(vec3 v)
void main()
{
// Normalize local position
vec2 uv = SampleSphericalMap(normalize(fragPos));
vec2 uv = SampleSphericalMap(normalize(fragPosition));
// Fetch color from texture map
vec3 color = texture(equirectangularMap, uv).rgb;

View file

@ -16,12 +16,12 @@ uniform mat4 projection;
uniform mat4 view;
// Output vertex attributes (to fragment shader)
out vec3 fragPos;
out vec3 fragPosition;
void main()
{
// Calculate fragment position based on model transformations
fragPos = vertexPosition;
fragPosition = vertexPosition;
// Calculate final vertex position
gl_Position = projection*view*vec4(vertexPosition, 1.0);

View file

@ -9,7 +9,7 @@
#version 330
// Input vertex attributes (from vertex shader)
in vec3 fragPos;
in vec3 fragPosition;
// Input uniform values
uniform samplerCube environmentMap;
@ -20,7 +20,7 @@ out vec4 finalColor;
void main()
{
// Fetch color from texture map
vec3 color = texture(environmentMap, fragPos).rgb;
vec3 color = texture(environmentMap, fragPosition).rgb;
// Apply gamma correction
color = color/(color + vec3(1.0));

View file

@ -16,12 +16,12 @@ uniform mat4 projection;
uniform mat4 view;
// Output vertex attributes (to fragment shader)
out vec3 fragPos;
out vec3 fragPosition;
void main()
{
// Calculate fragment position based on model transformations
fragPos = vertexPosition;
fragPosition = vertexPosition;
// Remove translation from the view matrix
mat4 rotView = mat4(mat3(view));