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- #version 150
- out vec4 a_outColor;
- in vec3 v_texCoords;
- uniform samplerCube u_skybox;
- uniform vec3 u_ambient;
- uniform int u_skyBoxPresent;
- void main ()
- {
- vec3 tmpvar_1;
- tmpvar_1 = pow (u_ambient, vec3(2.2, 2.2, 2.2));
- if ((u_skyBoxPresent != 0)) {
- vec4 tmpvar_2;
- tmpvar_2 = textureLod (u_skybox, v_texCoords, 2.0);
- a_outColor.w = tmpvar_2.w;
- a_outColor.xyz = (tmpvar_2.xyz * tmpvar_1);
- } else {
- a_outColor.xyz = tmpvar_1;
- };
- }
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