hello people!
I have the classical problem that all people have when implementing for fist time cube mapping.
the problem is that any rotation over the y axis i may do I always the from reflection is the z
positive! This Problem can easyly fixed using texture matrix and then rotating. Right?
But my problem is I am making the Dynamic Cube mapping with OGLSL Pixel and Vertex shaders.
what I must do in the vertex shader to correct this problem?
my vertex/pixel shader source is this:
///////////////////////VERTEX SHADER:
varying vec3 N;
varying vec3 V;
varying vec3 clr;
void main (void)
{
V = (gl_ModelViewMatrix * gl_Vertex).xyz;
gl_Position = ftransform().xyzw;
N = gl_NormalMatrix * gl_Normal;
clr = gl_Color.rgb;
}
////////////////////////PIXEL SHADER:
varying vec3 N;
varying vec3 V;
varying vec3 clr;
uniform samplerCube skyCube;
void main (void)
{
vec3 normal = normalize(N);
vec3 refl = vec3(1,1,1) * textureCube(skyCube, reflect(V, normal)).rgb;
gl_FragColor = vec4(refl, 0.5);
}