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- in vec3 v_cubeMapCoordinates;
- uniform samplerCube cubeMap;
- void main()
- {
- vec4 rgba = czm_textureCube(cubeMap, v_cubeMapCoordinates);
- #ifdef RGBA_NORMALIZED
- out_FragColor = vec4(rgba.rgb, 1.0);
- #else
- float m = rgba.a * 16.0;
- vec3 r = rgba.rgb * m;
- out_FragColor = vec4(r * r, 1.0);
- #endif
- }
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