16/shaders/skybox.frag

17 lines
278 B
GLSL

#version 420 core
out vec4 FragColor;
in vec3 TexCoords;
uniform samplerCube skybox;
layout(std140, binding = 4) uniform gamma
{
float inv_gamma;
};
void main()
{
FragColor.rgb = pow(texture(skybox, TexCoords).rgb, vec3(inv_gamma));
gl_FragDepth = 0.9999f;
}