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bind buf memory
[demo]
/
gl_shaders
/
sky.f.glsl
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#version 450
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uniform samplerCube stex;
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in vec3 normal;
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out vec4 color;
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void main()
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{
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vec4 texel = textureCube(stex, normalize(normal));
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color.rgb = texel.rgb;
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color.a = 1.0;
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}