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			21 lines
		
	
	
	
		
			355 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			21 lines
		
	
	
	
		
			355 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
#version 120
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varying vec2 uv;
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uniform samplerCube cubeMap;
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uniform int mapping;
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#include "lib/util/coordinates.glsl"
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void main(void)
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{
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    vec3 c;
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    if (mapping == 0)
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        c = sphericalCoords(uv);
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    else if (mapping == 1)
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        c = cylindricalCoords(uv);
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    else
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        c = planetCoords(uv);
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    gl_FragData[0] = textureCube(cubeMap,c);
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}
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