10 lines
207 B
GLSL
10 lines
207 B
GLSL
uniform samplerCube u_cubeMap;
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in vec3 v_texCoord;
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void main()
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{
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vec4 color = czm_textureCube(u_cubeMap, normalize(v_texCoord));
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out_FragColor = vec4(czm_gammaCorrect(color).rgb, czm_morphTime);
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}
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