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