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  1. #version 450
  2. #extension GL_ARB_separate_shader_objects : enable
  3. #extension GL_ARB_shading_language_420pack : enable
  4. layout (binding = 1) uniform samplerCube samplerCubeMap;
  5. layout (location = 0) in vec3 inUVW;
  6. layout (location = 0) out vec4 outFragColor;
  7. void main()
  8. {
  9. outFragColor = texture(samplerCubeMap, inUVW);
  10. }