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- // Do not edit.
- import { ShaderStore } from "../Engines/shaderStore.js";
- const name = "passCubePixelShader";
- const shader = `varying vec2 vUV;uniform samplerCube textureSampler;
- #define CUSTOM_FRAGMENT_DEFINITIONS
- 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
- }`;
- // Sideeffect
- ShaderStore.ShadersStore[name] = shader;
- /** @internal */
- export const passCubePixelShader = { name, shader };
- //# sourceMappingURL=passCube.fragment.js.map
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