17 lines
418 B
GLSL
17 lines
418 B
GLSL
#version 430
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uniform sampler2D SourceTex;
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uniform writeonly imageCube DestTex;
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void main() {
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ivec2 coord = ivec2(gl_FragCoord.xy);
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int size = textureSize(SourceTex, 0).y;
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vec4 source_data = texelFetch(SourceTex, coord, 0);
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// Convert to local cubemap coordinate
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int offset = coord.x / size;
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coord.x = coord.x % size;
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imageStore(DestTex, ivec3(coord.x, coord.y, offset), source_data);
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}
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