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WIP on inverse kinematics
[opengl.git]
/
skyboxfrag.glsl
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#version 330
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in vec3 localPos;
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out vec4 fragColor;
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uniform samplerCube skybox;
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void main() {
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vec3 env = texture(skybox, localPos).rgb;
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env = env / (env + vec3(1.f));
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env = pow(env, vec3(1.f / 2.2));
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fragColor = vec4(env, 1.f);
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}