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