2020-09-27 20:25:35 +00:00
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#version 450 core
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#extension GL_ARB_separate_shader_objects : enable
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layout(binding = 1) uniform samplerCube Texture;
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layout(location = 0) in vec3 UV;
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layout(location = 0) out vec4 color;
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void main(){
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color = texture(Texture, UV);
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2020-10-17 12:49:00 +00:00
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color = pow(color, vec4(2.2)); //TODO: Space brightness option
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2020-09-27 20:25:35 +00:00
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}
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