2019-04-03 15:06:37 +09:00

24 lines
443 B
GLSL

#version 440
out vec4 FragColors;
in vec3 reflectDir;
uniform vec3 Ka;
uniform float ReflectFactor;
uniform bool DrawSkyBox;
uniform samplerCube CubeMapTex;
float rand(vec2 co){
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
}
void main()
{
vec4 texColor = texture(CubeMapTex, reflectDir);
if (DrawSkyBox == true)
FragColors = texColor;
else
FragColors = vec4(mix(Ka, texColor.xyz, ReflectFactor), 1);
}