// This file has been automatically generated from resource file src/Shaders/PBREnvBaking.vs static const char Shaders_PBREnvBaking_vs[] = "THE_SHADER_OUT vec3 ViewDirection; //!< direction of fetching from environment cubemap\n" "\n" "uniform int uCurrentSide; //!< current side of cubemap\n" "uniform int uYCoeff; //!< coefficient of Y controlling horizontal flip of cubemap\n" "uniform int uZCoeff; //!< coefficient of Z controlling vertical flip of cubemap\n" "\n" "void main()\n" "{\n" " vec3 aDir;\n" " vec2 aCoord;\n" " if (uCurrentSide == 0)\n" " {\n" " aCoord = mat2( 0,-1,-1, 0) * occVertex.xy;\n" " aDir.x = 1.0;\n" " aDir.y = aCoord.x;\n" " aDir.z = aCoord.y;\n" " }\n" " else if (uCurrentSide == 1)\n" " {\n" " aCoord = mat2( 0, 1,-1, 0) * occVertex.xy;\n" " aDir.x = -1.0;\n" " aDir.y = aCoord.x;\n" " aDir.z = aCoord.y;\n" " }\n" " else if (uCurrentSide == 2)\n" " {\n" " aCoord = mat2( 0, 1, 1, 0) * occVertex.xy;\n" " aDir.x = aCoord.y;\n" " aDir.y = 1.0;\n" " aDir.z = aCoord.x;\n" " }\n" " else if (uCurrentSide == 3)\n" " {\n" " aCoord = mat2( 0, 1,-1, 0) * occVertex.xy;\n" " aDir.x = aCoord.y;\n" " aDir.y = -1.0;\n" " aDir.z = aCoord.x;\n" " }\n" " else if (uCurrentSide == 4)\n" " {\n" " aCoord = mat2( 1, 0, 0,-1) * occVertex.xy;\n" " aDir.x = aCoord.x;\n" " aDir.y = aCoord.y;\n" " aDir.z = 1.0;\n" " }\n" " else //if (uCurrentSide == 5)\n" " {\n" " aCoord = mat2(-1, 0, 0,-1) * occVertex.xy;\n" " aDir.x = aCoord.x;\n" " aDir.y = aCoord.y;\n" " aDir.z = -1.0;\n" " }\n" " ViewDirection = cubemapVectorTransform (aDir, uYCoeff, uZCoeff);\n" " gl_Position = vec4 (occVertex.xy, 0.0, 1.0);\n" "}\n";