skybocks
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#version 430
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uniform samplerCube CubemapTexture;
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in VertexData {
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vec3 TextureCoord;
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} Input;
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out vec4 FragColor;
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void main()
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{
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FragColor = texture(CubemapTexture, Input.TextureCoord);
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//FragColor = vec4(1.0, 1.0, 1.0, 0.0);
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}
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@@ -0,0 +1,15 @@
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#version 430
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uniform mat4 MVP;
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layout(location = 0) in vec3 Position;
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out VertexData {
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vec3 TextureCoord;
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} Output;
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void main()
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{
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gl_Position = MVP * vec4(Position, 1.0);
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Output.TextureCoord = Position;
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}
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