pbsa-nix/shaders/skybox.frag

17 lines
364 B
GLSL

#version 330 core
// inputs from vertex shader, different for each fragment
in vec3 viewDirection;
// uniform variables, same for all fragments
uniform samplerCube colorTexture;
// outputs of the fragment shader, i.e., shaded pixels
out vec4 color;
void main()
{
// perform lookup in cube map and output color
color = texture(colorTexture, viewDirection);
}