| #version 450 | |
| layout(binding = 1) uniform samplerCube samplerColor; | |
| layout(location = 0) in vec3 inPos; | |
| layout(location = 1) in vec3 inNormal; | |
| layout(location = 2) in mat4 inInvModelView; | |
| layout(location = 6) in float inLodBias; | |
| layout(location = 0) out vec4 outFragColor; | |
| void main() | |
| { | |
| vec3 cI = normalize(inPos); | |
| vec3 cR = reflect(cI, normalize(inNormal)); | |
| cR = vec3((inInvModelView * vec4(cR, 0.0)).xyz); | |
| cR.x *= (-1.0); | |
| outFragColor = texture(samplerColor, cR, inLodBias); | |
| } | |