/** * Simple down-sample shader. Takes the average of the 4 texels of lower mip. */ uniform samplerCube source; uniform float texelSize; flat in int fFace; out vec4 FragColor; const vec3 maj_axes[6] = vec3[6](vec3(1.0, 0.0, 0.0), vec3(-1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), vec3(0.0, -1.0, 0.0), vec3(0.0, 0.0, 1.0), vec3(0.0, 0.0, -1.0)); const vec3 x_axis[6] = vec3[6](vec3(0.0, 0.0, -1.0), vec3(0.0, 0.0, 1.0), vec3(1.0, 0.0, 0.0), vec3(1.0, 0.0, 0.0), vec3(1.0, 0.0, 0.0), vec3(-1.0, 0.0, 0.0)); const vec3 y_axis[6] = vec3[6](vec3(0.0, -1.0, 0.0), vec3(0.0, -1.0, 0.0), vec3(0.0, 0.0, 1.0), vec3(0.0, 0.0, -1.0), vec3(0.0, -1.0, 0.0), vec3(0.0, -1.0, 0.0)); float brightness(vec3 c) { return max(max(c.r, c.g), c.b); } void main() { vec2 uvs = gl_FragCoord.xy * texelSize; uvs = 2.0 * uvs - 1.0; vec3 cubevec = x_axis[fFace] * uvs.x + y_axis[fFace] * uvs.y + maj_axes[fFace]; FragColor = textureLod(source, cubevec, 0.0); }