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