$input v_texcoord0, v_color0 /* * Copyright 2011-2022 Branimir Karadzic. All rights reserved. * License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE */ #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); color.xyz = applyExposure(color.xyz); color *= v_color0; gl_FragColor = toOutput(color, u_outputFormat, u_sdrWhiteNits); }