init
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11
assets/shaders/sky.frag
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11
assets/shaders/sky.frag
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#version 450 core
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#include "common.glsl"
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in vec2 vUV;
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layout(location = 0) out vec4 fragColor;
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void main() {
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vec3 far = worldFromDepth(vUV, 1.0);
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vec3 dir = normalize(far - uCamPos.xyz);
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fragColor = vec4(skyColor(dir), 1.0);
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}
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