10 lines
205 B
GLSL
10 lines
205 B
GLSL
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#version 460 core
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layout(binding = 1) uniform samplerCube tex;
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layout(location = 0) in vec3 tex_coord;
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layout(location = 0) out vec4 frag_color;
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void main() {
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frag_color = texture(tex, tex_coord);
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}
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