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NFRev1/NothinFancy/assets/base/shaders/cubemapFragment.shader

17 lines
286 B
GLSL

#version 330 core
in vec3 texCoord;
uniform samplerCube cm;
out vec4 color;
void main() {
vec3 tc;
tc = vec3(-texCoord.x, -texCoord.y, texCoord.z);
if (texCoord.y > 0.999999 || texCoord.y < -0.999999)
tc = vec3(texCoord.x, texCoord.y, texCoord.z);
color = texture(cm, tc);
}