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Simple skybox with procedural gradient?
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Iā€™m trying to implement a simple skybox with a gradient simulating the sun. The sun appears in the right place when I look directly at it, but when I turn it ā€œfollowsā€ the camera (appearing about halfway between the correct position and the point the camera is facing).

Hereā€™s my shader codeā€”what am I doing wrong?

Vertex shader:

#version 150

in  vec3 position;
out vec3 eyeVector;

void main(void)
{
    gl_Position = vec4(position, 1.0);
    eyeVector   = position;
}

Fragment shader:

#version 150

uniform vec3 sunVector;

in      vec3 eyeVector;
out     vec4 out_Color;

void main(void)
{
    gl_FragDepth   = gl_DepthRange.far;
    float gradient = dot(normalize(sunVector), normalize(eyeVector)) / 2.0   0.5;
    out_Color      = vec4(pow(gradient, 32), pow(gradient, 48) / 2.0   0.5, gradient / 4.0   0.75, 1.0);
}

The skybox vertices are at unit coordinates, and the sun vector is multiplied by the rotation portion of the view matrix.

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Posted
11 years ago