procedural-3d-engine/data/shaders/cubemap/reflect.frag

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GLSL
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2016-02-16 15:07:25 +01:00
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (binding = 1) uniform samplerCube samplerColor;
layout (location = 0) in vec3 inEyePos;
layout (location = 1) in vec3 inEyeNormal;
layout (location = 2) in mat4 inView;
layout (location = 0) out vec4 outFragColor;
void main()
{
vec3 I = normalize (inEyePos);
vec3 R = reflect (I, normalize(inEyeNormal));
R = vec3(inverse (inView) * vec4(R, 0.0));
outFragColor = texture(samplerColor, R);
}