Files
dl/shader/skybox.frag
T
2026-09-16 14:07:40 +08:00

22 lines
453 B
GLSL

#version 450
#extension GL_GOOGLE_include_directive : require
layout (location = 0) in vec3 inUVW;
layout (location = 0) out vec4 outColor;
layout (set = 0, binding = 1) uniform UniformBufferPass
{
float exposure;
float gamma;
} pass;
layout (set = 0, binding = 2) uniform samplerCube samplerEnv;
#include "include/tonemap.glsl"
void main()
{
vec3 color = tonemap(textureLod(samplerEnv, inUVW, 1.5)).rgb;
outColor = vec4(color * 1.0, 1.0);
}