skybox.frag 612 B

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  1. #version 450
  2. struct PointLight
  3. {
  4. vec4 position; // w is radius
  5. vec4 color; // w is intensity
  6. };
  7. layout (set = 0, binding = 0) uniform GlobalUBO
  8. {
  9. // MATRICES
  10. mat4 view;
  11. mat4 viewInverse;
  12. mat4 viewProjection;
  13. // LIGHTING
  14. vec4 globalLightDirection;
  15. vec4 ambientLighting;
  16. // POINT LIGHTS
  17. PointLight pointLights[8];
  18. int numLights;
  19. } ubo;
  20. // SAMPLERS
  21. layout (set = 0, binding = 1) uniform samplerCube samplerCubeMap;
  22. layout(location = 0) in vec3 inTexCoord;
  23. layout(location = 0) out vec4 outFragColor;
  24. void main()
  25. {
  26. outFragColor = texture(samplerCubeMap, inTexCoord);
  27. }