SkyBoxFS.glsl 207 B

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  1. uniform samplerCube u_cubeMap;
  2. in vec3 v_texCoord;
  3. void main()
  4. {
  5. vec4 color = czm_textureCube(u_cubeMap, normalize(v_texCoord));
  6. out_FragColor = vec4(czm_gammaCorrect(color).rgb, czm_morphTime);
  7. }