procedural-3d-engine/shaders/glsl/texturecubemaparray/skybox.frag
2023-05-09 21:03:02 +02:00

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400 B
GLSL

#version 450
layout (binding = 1) uniform samplerCubeArray samplerCubeMapArray;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
mat4 invModel;
float lodBias;
int cubeMapIndex;
} ubo;
layout (location = 0) in vec3 inUVW;
layout (location = 0) out vec4 outFragColor;
void main()
{
outFragColor = textureLod(samplerCubeMapArray, vec4(inUVW, ubo.cubeMapIndex), ubo.lodBias);
}