1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
#version 330 core in vec3 frag_pos; in vec2 frag_tex; out vec4 out_color; uniform vec3 color; uniform samplerCube tex; void main() { out_color = texture(tex, normalize(frag_pos)) * vec4(color, 1.0); if (out_color.a == 0.0) discard; }