--- /dev/null
+#version 450
+
+layout(binding = 0) uniform sampler2D tex;
+layout(binding = 0) uniform samplerCube dstex;
+
+layout(std140, binding = 0) uniform shading_state {
+ vec4 diffuse;
+ vec4 specular;
+ float shininess;
+ float fog_density;
+} s;
+
+layout(location = 0) in vec3 pos;
+layout(location = 1) in vec2 tex_coord;
+layout(location = 2) in vec3 world_normal;
+
+// const float fog_density = 0.005;
+const vec3 sky_color = vec3(0.35, 0.5, 0.65);
+
+layout(location = 0) out vec4 color;
+
+void main()
+{
+ /*vec4 itexel = textureCube(dstex, normalize(world_normal)); */
+ vec4 itexel = texture(dstex, normalize(world_normal));
+
+/* vec3 p = normalize(pos); // view space dir
+ 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);
+*/
+
+ float dist = -pos.z;
+ float fog = clamp(exp(-s.fog_density * dist), 0.0, 1.0);
+
+ vec4 texel = texture(tex, tex_coord);
+
+ // vec3 object_color = (diffuse.xyz * cdiff * texel.xyz + specular.xyz * cspec) * itexel.xyz;
+ vec3 object_color = s.diffuse.xyz * texel.xyz * itexel.xyz;
+
+ color.xyz = mix(sky_color, object_color, fog);
+ color.w = 1.0;
+}