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GLSL
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2023-02-25 11:03:39 -08:00
#version 120
varying vec2 uv;
uniform samplerCube cubeMap;
uniform int mapping;
#include "lib/util/coordinates.glsl"
void main(void)
{
vec3 c;
if (mapping == 0)
c = sphericalCoords(uv);
else if (mapping == 1)
c = cylindricalCoords(uv);
else
c = planetCoords(uv);
gl_FragData[0] = textureCube(cubeMap,c);
}