$input v_texcoord0, v_color0 /* * Copyright 2011-2016 Branimir Karadzic. All rights reserved. * License: http://www.opensource.org/licenses/BSD-2-Clause */ #include SAMPLERCUBE(s_texColor, 0); uniform mat4 u_mtx; uniform vec4 u_params; #define u_textureLod u_params.x void main() { vec3 dir = vec3( (v_texcoord0*2.0 - 1.0) * vec2(1.0, -1.0), 1.0); dir = normalize(mul(u_mtx, vec4(dir, 0.0) ).xyz); gl_FragColor = textureCubeLod(s_texColor, dir, u_textureLod) * v_color0; }