28 lines
862 B
GLSL
28 lines
862 B
GLSL
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#version 330 core
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layout(location = 0) out vec3 fragColor0;
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layout(location = 1) out vec3 fragColor1;
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layout(location = 2) out vec3 fragColor2;
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layout(location = 3) out vec3 fragColor3;
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layout(location = 4) out vec3 fragColor4;
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layout(location = 5) out vec3 fragColor5;
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in vec3 cubemap_coord0;
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in vec3 cubemap_coord1;
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in vec3 cubemap_coord2;
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in vec3 cubemap_coord3;
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in vec3 cubemap_coord4;
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in vec3 cubemap_coord5;
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uniform samplerCube envmap_tex;
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void main()
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{
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fragColor0 = textureLod(envmap_tex, cubemap_coord0, 0.0).rgb;
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fragColor1 = textureLod(envmap_tex, cubemap_coord1, 0.0).rgb;
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fragColor2 = textureLod(envmap_tex, cubemap_coord2, 0.0).rgb;
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fragColor3 = textureLod(envmap_tex, cubemap_coord3, 0.0).rgb;
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fragColor4 = textureLod(envmap_tex, cubemap_coord4, 0.0).rgb;
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fragColor5 = textureLod(envmap_tex, cubemap_coord5, 0.0).rgb;
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}
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