
#version 300 es

precision mediump float;

uniform samplerCube cubemapSampler;
uniform sampler2D diffuse_map;
uniform sampler2D inlay;

in mat4 skyboxRotMatrix;
in vec3 bgColor;
in vec2 v_uv;
in vec4 v_eyedir;
in float f_diffuseAlpha;

out vec4 fsFragColor;

void main()
{
    vec4 diffuse_color = texture(diffuse_map, v_uv);
    vec3 R0 = (skyboxRotMatrix * v_eyedir).xyz;
    vec4 refraction = vec4( texture(cubemapSampler, R0).rgb, 1.0);

    // fsFragColor = diffuse_color;
    fsFragColor = (1.0 - f_diffuseAlpha) * refraction + f_diffuseAlpha * diffuse_color + 0.2 * texture(inlay, v_uv);
    fsFragColor.a = 1.0;
}







