$input v_texcoord0, v_color0 /* * Copyright 2011-2018 Branimir Karadzic. All rights reserved. * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause */ #include "common.sh" SAMPLERCUBE(s_texColor, 0); uniform mat4 u_mtx; void main() { vec3 dir = vec3( (v_texcoord0.xy*2.0 - 1.0) * vec2(1.0, -1.0), 1.0); dir = normalize(mul(u_mtx, vec4(dir, 0.0) ).xyz); vec4 color = textureCubeLod(s_texColor, dir, u_textureLod); gl_FragColor = toEv(color * v_color0); }