2020-07-19 07:07:54 +02:00
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#version 450
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layout (binding = 1) uniform samplerCubeArray samplerCubeMapArray;
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layout (binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 model;
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mat4 invModel;
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float lodBias;
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int cubeMapIndex;
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} ubo;
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layout (location = 0) in vec3 inUVW;
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layout (location = 0) out vec4 outFragColor;
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void main()
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{
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2020-07-19 11:48:12 +02:00
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outFragColor = textureLod(samplerCubeMapArray, vec4(inUVW, ubo.cubeMapIndex), ubo.lodBias);
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2020-07-19 07:07:54 +02:00
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}
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