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- #version 450
- struct PointLight
- {
- vec4 position; // w is radius
- vec4 color; // w is intensity
- };
- layout (set = 0, binding = 0) uniform GlobalUBO
- {
- // MATRICES
- mat4 view;
- mat4 viewInverse;
- mat4 viewProjection;
- // LIGHTING
- vec4 globalLightDirection;
- vec4 ambientLighting;
- // POINT LIGHTS
- PointLight pointLights[8];
- int numLights;
- } ubo;
- // SAMPLERS
- layout (set = 0, binding = 1) uniform samplerCube samplerCubeMap;
- layout(location = 0) in vec3 inTexCoord;
- layout(location = 0) out vec4 outFragColor;
- void main()
- {
- outFragColor = texture(samplerCubeMap, inTexCoord);
- }
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