I'm trying to make a cube mapping, right now I have this code:
vertex shader
varying vec2 tex_coord;
void main()
{
vec3 v = vec3(gl_ModelViewMatrix * gl_Vertex);
gl_TexCoord[0].stp = normalize(gl_Vertex.xyz);
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
//gl_ModelViewMatrix * gl_Vertex
}
fragment shader
uniform samplerCube _tex;
void main()
{
//gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
gl_FragColor = textureCube(_tex, gl_TexCoord[0].stp);
}
I'd like to ask how to pass the camera position to the shader.
You should pass a uniform vec3 camera_location
to the shader
Collected from the Internet
Please contact [email protected] to delete if infringement.
Comments