#include "Uniforms.glsl" #include "Samplers.glsl" #include "Transform.glsl" varying vec3 vTexCoord; void VS() { mat4 modelMatrix = iModelMatrix; vec3 worldPos = GetWorldPos(modelMatrix); gl_Position = GetClipPos(worldPos); #ifndef GL_ES gl_Position.z = gl_Position.w; #else // On OpenGL ES force Z slightly in front of far plane to avoid clipping artifacts due to inaccuracy gl_Position.z = 0.999 * gl_Position.w; #endif vTexCoord = iPos.xyz; } void PS() { gl_FragColor = cMatDiffColor * textureCube(sDiffCubeMap, vTexCoord); }