#version 450 // vim: ft=c // layout(binding = 1) uniform samplerCube combined_image; layout(location = 0) out vec4 outColor; layout(location = 0) in vec4 normal; layout(location = 1) in vec4 pos_pre; layout(push_constant, std430) uniform pc { layout(offset=48) vec4 data; }; void main() { outColor = texture(combined_image, vec3(pos_pre)); // outColor = vec4(data.rgb*(1.0+dot(normal.xyz, normalize(vec3(-0.7, -0.5, -0.1))))/2.0, 1.0); //if(pos_post.z <= 0.0) { // outColor = vec4(1.0); //} //outColor = normal.xyz; //outColor = vec4(vec3(1.0-gl_FragCoord.z), 1.0); }