mirror of https://github.com/axmolengine/axmol.git
18 lines
355 B
GLSL
18 lines
355 B
GLSL
#version 310 es
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precision highp float;
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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;
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layout(std140, binding = 0) uniform fs_ub {
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vec4 u_color;
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};
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layout(location = SV_Target0) out vec4 FragColor;
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void main(void)
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{
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FragColor = texture(u_cubeTex, v_reflect) * u_color;
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}
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