20 lines
401 B
GLSL
20 lines
401 B
GLSL
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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layout(location = 0) in vec3 skyboxUV;
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layout(location = 0) out vec4 result;
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layout(std140, binding = 1) uniform Opt
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{
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bool preMultiply;
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} opt;
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layout(binding = 2) uniform samplerCube skybox;
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void main()
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{
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result = texture(skybox, skyboxUV);
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if (opt.preMultiply)
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result = vec4(result.rgb * result.a, result.a);
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}
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