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14 lines
303 B
GLSL
14 lines
303 B
GLSL
#version 330 core
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in vec3 v_direction;
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out vec4 o_fragColor;
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uniform bool u_lines;
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uniform samplerCube u_skysphere;
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uniform samplerCube u_constellation;
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void main() {
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o_fragColor = texture(u_skysphere, v_direction);
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if (u_lines)
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o_fragColor += texture(u_constellation, v_direction);
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}
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