axmol/tests/cpp-tests/Source/shaders/cube_map.frag

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#version 310 es
precision highp float;
precision highp int;
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layout(location = TEXCOORD0) in vec3 v_reflect;
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layout(binding = 0) uniform samplerCube u_cubeTex;
layout(std140, binding = 0) uniform fs_ub {
vec4 u_color;
};
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layout(location = SV_Target0) out vec4 FragColor;
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void main(void)
{
FragColor = texture(u_cubeTex, v_reflect) * u_color;
}