Adapted Escape the Dawn engine.
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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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