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#version 420 core
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out vec4 FragColor;
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in vec3 TexCoords;
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uniform samplerCube skybox;
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layout(std140, binding = 4) uniform gamma
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{
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float inv_gamma;
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};
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void main()
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{
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FragColor.rgb = pow(texture(skybox, TexCoords).rgb, vec3(inv_gamma));
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gl_FragDepth = 0.9999f;
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} |