bgfx/3rdparty/glsl-optimizer/tests/fragment/texCubeShadow-inES3.txt
2014-02-10 23:06:13 -08:00

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#version 300 es
precision mediump float;
uniform samplerCubeShadow shadowmap;
in mediump vec4 uv;
out mediump vec4 _fragColor;
void main()
{
float s = texture (shadowmap, uv);
_fragColor = vec4(s);
}