#version 300 es #include constant_functions_fsh uniform lowp vec4 material_diffuse_surface_color; uniform lowp float material_diffuse_intensity; uniform lowp float material_alpha; uniform samplerCube diffuse_texture; #pragma surface_modifier_uniforms in lowp mat3 v_tbn; in highp vec2 v_texcoord; in highp vec3 v_surface_position; out highp vec4 frag_color; void main() { _surface_diffuse_color = material_diffuse_surface_color; _surface_diffuse_texcoord = v_texcoord; _surface_diffuse_intensity = material_diffuse_intensity; _surface_alpha = material_alpha; _surface_normal = v_tbn[2]; _surface_position = v_surface_position; #pragma surface_modifier_body highp vec3 texcoord = vec3(_surface_position.x, _surface_position.y, -_surface_position.z); frag_color = _surface_diffuse_color * texture(diffuse_texture, texcoord) * _surface_diffuse_intensity * vec4(1.0, 1.0, 1.0, _surface_alpha); }