25 lines
479 B
GLSL
25 lines
479 B
GLSL
#version 330 core
|
|
|
|
in VS_OUT {
|
|
vec3 vert_normal;
|
|
vec3 frag_position;
|
|
vec2 uv_coords;
|
|
} fs_in;
|
|
|
|
uniform samplerCube cubemap;
|
|
|
|
layout (std140) uniform Common {
|
|
mat4 projection;
|
|
mat4 view;
|
|
vec3 camera_position;
|
|
};
|
|
|
|
out vec4 color;
|
|
|
|
void main() {
|
|
vec3 view_direction = normalize(fs_in.frag_position - camera_position);
|
|
vec3 reflect_direction = reflect(view_direction, normalize(fs_in.vert_normal));
|
|
|
|
color = vec4(texture(cubemap, reflect_direction).rgb, 1.0);
|
|
}
|