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-rw-r--r--drivers/gles3/shaders/sky.glsl10
1 files changed, 4 insertions, 6 deletions
diff --git a/drivers/gles3/shaders/sky.glsl b/drivers/gles3/shaders/sky.glsl
index e59bca8b07..2455ffb8e2 100644
--- a/drivers/gles3/shaders/sky.glsl
+++ b/drivers/gles3/shaders/sky.glsl
@@ -21,12 +21,13 @@ out vec2 uv_interp;
/* clang-format on */
void main() {
- uv_interp = vertex_attrib;
#ifdef USE_INVERTED_Y
- gl_Position = vec4(uv_interp, 1.0, 1.0);
+ uv_interp = vertex_attrib;
#else
- gl_Position = vec4(uv_interp.x, uv_interp.y * -1.0, 1.0, 1.0);
+ // We're doing clockwise culling so flip the order
+ uv_interp = vec2(vertex_attrib.x, vertex_attrib.y * -1.0);
#endif
+ gl_Position = vec4(uv_interp, 1.0, 1.0);
}
/* clang-format off */
@@ -145,9 +146,6 @@ void main() {
cube_normal.x = (uv_interp.x + projection.x) / projection.y;
cube_normal.y = (-uv_interp.y - projection.z) / projection.w;
#endif
-#ifndef USE_INVERTED_Y
- cube_normal.y *= -1.0;
-#endif
cube_normal = mat3(orientation) * cube_normal;
cube_normal = normalize(cube_normal);