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26 lines
532 B
GLSL
26 lines
532 B
GLSL
#version 320 es
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precision highp float;
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precision highp int;
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struct VertexOutput {
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vec4 position;
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vec3 uv;
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};
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struct Data {
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mat4x4 proj_inv;
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mat4x4 view;
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};
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layout(binding = 0) uniform highp samplerCube _group_0_binding_1_fs;
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layout(location = 0) smooth in vec3 _vs2fs_location0;
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layout(location = 0) out vec4 _fs2p_location0;
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void main() {
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VertexOutput in_ = VertexOutput(gl_FragCoord, _vs2fs_location0);
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vec4 _e4 = texture(_group_0_binding_1_fs, vec3(in_.uv));
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_fs2p_location0 = _e4;
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return;
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}
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