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

18 lines
355 B
GLSL

#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;
}