#version 450
-uniform sampler2D tex;
+#define SHADING_UNIFORMS 1
-uniform vec4 diffuse;
-uniform vec4 specular;
-uniform float shininess;
+layout(binding = 0) uniform sampler2D tex;
+layout(binding = 1) uniform samplerCube dstex;
-uniform float fog_density;
-const vec3 sky_color = vec3(0.35, 0.5, 0.65);
+layout(std140, binding = SHADING_UNIFORMS) uniform fu {
+ vec4 diffuse;
+ vec4 specular;
+ float shininess;
+ float fog_density;
+} s;
+
+/* varyings */
+layout(location = 4) in vec3 pos;
+layout(location = 5) in vec2 tex_coord;
+layout(location = 6) in vec3 world_normal;
-varying vec3 pos;
-varying vec3 normal;
-varying vec3 ldir;
-varying vec2 tex_coord;
+layout(location = 0) out vec4 color;
-out vec4 color;
+const vec3 sky_color = vec3(0.35, 0.5, 0.65);
void main()
{
- vec3 p = normalize(pos);
- vec3 n = normalize(normal);
- vec3 l = normalize(ldir);
-
- vec3 r = normalize(-reflect(l, n));
- vec3 vdir = normalize(-p);
-
- float cdiff = max(dot(l, n), 0.0);
- float cspec = pow(max(dot(r, vdir), 0.0), shininess);
-
+ vec4 itexel = textureCube(dstex, normalize(world_normal));
vec4 texel = texture2D(tex, tex_coord);
- vec3 object_color = diffuse.xyz * cdiff * texel.xyz + specular.xyz * cspec;
-
+ vec3 object_color = s.diffuse.xyz * texel.xyz * itexel.xyz;
float dist = -pos.z;
- float fog = clamp(exp(-fog_density * dist), 0.0, 1.0);
+ float fog = clamp(exp(-s.fog_density * dist), 0.0, 1.0);
color.xyz = mix(sky_color, object_color, fog);
color.w = 1.0;