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