17 lines
364 B
GLSL
17 lines
364 B
GLSL
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#version 330 core
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// inputs from vertex shader, different for each fragment
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in vec3 viewDirection;
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// uniform variables, same for all fragments
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uniform samplerCube colorTexture;
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// outputs of the fragment shader, i.e., shaded pixels
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out vec4 color;
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void main()
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{
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// perform lookup in cube map and output color
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color = texture(colorTexture, viewDirection);
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}
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