22 lines
526 B
GLSL
22 lines
526 B
GLSL
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (binding = 1) uniform samplerCube samplerColor;
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layout (location = 0) in vec3 inEyePos;
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layout (location = 1) in vec3 inEyeNormal;
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layout (location = 2) in mat4 inView;
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layout (location = 0) out vec4 outFragColor;
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void main()
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{
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vec3 I = normalize (inEyePos);
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vec3 R = reflect (I, normalize(inEyeNormal));
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R = vec3(inverse (inView) * vec4(R, 0.0));
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outFragColor = texture(samplerColor, R);
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}
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