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revert skybox color behavior
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1 changed files with 10 additions and 2 deletions
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@ -26,6 +26,14 @@ layout(location=0) in vec3 _normal;
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layout(location=0) out vec4 _fragColor;
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layout(location=0) out vec4 _fragColor;
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void main(void) {
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void main(void) {
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vec3 skyboxColor = texture(cubeMap, normalize(_normal)).rgb;
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// FIXME: For legacy reasons, when skybox.color.a is 0.5, this is equivalent to:
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_fragColor = vec4(mix(skybox.color.rgb, skyboxColor, skybox.color.a), 1.0);
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// skyboxColor * skyboxTexel
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// It should actually be:
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// mix(skyboxColor, skyboxTexel, skybox.color.a)
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// and the blend factor should be user controlled
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vec3 skyboxTexel = texture(cubeMap, normalize(_normal)).rgb;
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vec3 skyboxColor = skybox.color.rgb;
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_fragColor = vec4(mix(vec3(1.0), skyboxTexel, float(skybox.color.a > 0.0)) *
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mix(vec3(1.0), skyboxColor, float(skybox.color.a < 1.0)), 1.0);
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}
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}
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