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now we have UBOs/GLSL450 we can use the same shaders for every backend
[demo]
/
shaders
/
sky.f.glsl
diff --git a/shaders/sky.f.glsl
b/shaders/sky.f.glsl
new file mode 100644
(file)
index 0000000..
688da43
--- /dev/null
+++ b/
shaders/sky.f.glsl
@@ -0,0
+1,14
@@
+#version 450
+
+layout(binding = 0) uniform samplerCube stex;
+
+in vec3 normal;
+out vec4 color;
+
+void main()
+{
+ vec4 texel = textureCube(stex, normalize(normal));
+
+ color.rgb = texel.rgb;
+ color.a = 1.0;
+}