OctahedralProjectionFS.glsl 339 B

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  1. in vec3 v_cubeMapCoordinates;
  2. uniform samplerCube cubeMap;
  3. void main()
  4. {
  5. vec4 rgba = czm_textureCube(cubeMap, v_cubeMapCoordinates);
  6. #ifdef RGBA_NORMALIZED
  7. out_FragColor = vec4(rgba.rgb, 1.0);
  8. #else
  9. float m = rgba.a * 16.0;
  10. vec3 r = rgba.rgb * m;
  11. out_FragColor = vec4(r * r, 1.0);
  12. #endif
  13. }