procedural-3d-engine/shaders/hlsl/terraintessellation/skysphere.frag

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// Copyright 2020 Google LLC
Texture2D textureColorMap : register(t1);
SamplerState samplerColorMap : register(s1);
float4 main([[vk::location(0)]] float2 inUV : TEXCOODR0) : SV_TARGET
{
float4 color = textureColorMap.Sample(samplerColorMap, inUV);
return float4(color.rgb, 1.0);
}