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1[VS]
2#include "g_attributes.glsl:VS"
3#include "u_uniforms.glsl"
4#include "skinning.glsl"
5#include "common.glsl:VS"
6
7varying vec3 v_cubeMapUV;
8
9void main() {
10	g_position = u_worldTrans * applySkinning(g_position);
11	v_cubeMapUV = normalize(g_position.xyz);
12	gl_Position = u_projViewTrans * g_position;
13}
14
15
16[FS]
17#ifdef GL_ES
18#define LOWP lowp
19#define MED mediump
20#define HIGH highp
21precision mediump float;
22#else
23#define MED
24#define LOWP
25#define HIGH
26#endif
27
28varying vec3 v_cubeMapUV;
29
30#ifdef environmentCubemapFlag
31uniform samplerCube u_environmentCubemap;
32#endif
33
34void main() {
35
36#ifdef environmentCubemapFlag
37	gl_FragColor = vec4(textureCube(u_environmentCubemap, v_cubeMapUV).rgb, 1.0);
38#else
39	gl_FragColor = vec4(v_cubeMapUV, 1.0);
40#endif
41}
42