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Univerxel/resource/shaders/src/Sky.frag

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GLSL
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#version 450 core
#extension GL_ARB_separate_shader_objects : enable
layout(binding = 1) uniform samplerCube Texture;
layout(location = 0) in vec3 UV;
layout(location = 0) out vec4 color;
void main(){
color = texture(Texture, UV);
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color = pow(color, vec4(2.2)); //TODO: Space brightness option
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}