15 lines
339 B
GLSL
15 lines
339 B
GLSL
in vec3 v_cubeMapCoordinates;
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uniform samplerCube cubeMap;
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void main()
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{
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vec4 rgba = czm_textureCube(cubeMap, v_cubeMapCoordinates);
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#ifdef RGBA_NORMALIZED
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out_FragColor = vec4(rgba.rgb, 1.0);
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#else
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float m = rgba.a * 16.0;
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vec3 r = rgba.rgb * m;
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out_FragColor = vec4(r * r, 1.0);
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#endif
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}
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