#version 300 es
precision mediump float;
precision highp int;

layout(std140) uniform fs_ub
{
    highp vec4 u_color;
} _22;

uniform mediump samplerCube u_Env;

layout(location = 0) out highp vec4 FragColor;
in highp vec3 v_reflect;

void main()
{
    FragColor = texture(u_Env, v_reflect) * _22.u_color;
}

