reflection.fs 257 B

123456789101112131415
  1. #version 330 core
  2. layout (location = 0) out vec3 color;
  3. in vec4 ffrag;
  4. in vec2 fuv;
  5. uniform sampler2D u_texture;
  6. uniform vec3 u_probe_pos;
  7. void main()
  8. {
  9. color = texture(u_texture, fuv).rgb;
  10. // gl_FragDepth = length(ffrag.xyz - u_probe_pos) / 75.0;
  11. }