raylib-go/examples/models/skybox/skybox.fs

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378 B
GLSL

#version 330
// input vertex attributes (from vertex shader)
in vec3 fragPosition;
// input uniform values
uniform samplerCube environmentMap;
// output fragment color
out vec4 finalColor;
void main()
{
// fetch color from texture map
vec3 color = texture(environmentMap, fragPosition).rgb;
// calculate final fragment color
finalColor = vec4(color, 1.0);
}