procedural-3d-engine/data/shaders/shadowmapomni/cubemapdisplay.frag

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No EOL
275 B
GLSL

#version 450
layout (binding = 1) uniform samplerCube shadowCubeMap;
layout (location = 0) in vec3 inUVW;
layout (location = 0) out vec4 outFragColor;
void main()
{
float dist = length(texture(shadowCubeMap, inUVW).rgb) * 0.005;
outFragColor = vec4(vec3(dist), 1.0);
}