port from perforce
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32
hgplus/ShaderMinifier/tests/real/extatique/skybox.fs
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32
hgplus/ShaderMinifier/tests/real/extatique/skybox.fs
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uniform sampler2D tex;
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uniform float angle;
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uniform float time;
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varying vec3 pos;
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vec4 getEnvColor(vec3 p)
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{
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float az = atan(p.x, p.y + 0.01);
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float ax = -pos.z;
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vec4 sample = vec4(0.0);
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for (int i = 0; i < 8; ++i)
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{
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float fi = float(i);
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float s = ax * 1.0 / (1.0 + fi) + time * 0.01 * (2.0 + fi);
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float t = angle + (2.5) * az / 3.14159;
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sample += texture2D(tex, vec2(s,t)) / (1.0 + 0.3 * fi);
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}
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return sample;
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}
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void main()
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{
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vec4 env = getEnvColor(pos);
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gl_FragColor = vec4(env.xyz, 1.0);
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}
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