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#version 330
in vec3 texCoord0;
out vec4 fragColor;
uniform samplerCube skyboxTexture;
// Gamma correction
uniform float gamma = 2.2;
uniform float gammaStrength;
vec3 gammaCorrect(const in vec3 color)
{
return pow(color, vec3(1.0 / gamma));
}
void main()
{
vec4 baseColor = texture(skyboxTexture, texCoord0);
vec4 gammaColor = vec4(gammaCorrect(baseColor.rgb), 1.0);
// This is an odd way to enable or not gamma correction,
// but this is a way to avoid branching until we can generate shaders
fragColor = mix(baseColor, gammaColor, gammaStrength);
}