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refactoring
[laserbrain_demo]
/
sdr
/
skydome.p.glsl
1
uniform samplerCube envmap;
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varying vec3 normal;
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void main()
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{
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vec3 n = normalize(normal);
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vec3 texel = textureCube(envmap, n).xyz;
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gl_FragColor.rgb = texel;
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gl_FragColor.a = 1.0;
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}