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| varying vec3 v_cubeMapCoordinates;
| uniform samplerCube cubeMap;
|
| void main()
| {
| vec4 rgba = textureCube(cubeMap, v_cubeMapCoordinates);
| #ifdef RGBA_NORMALIZED
| gl_FragColor = vec4(rgba.rgb, 1.0);
| #else
| float m = rgba.a * 16.0;
| vec3 r = rgba.rgb * m;
| gl_FragColor = vec4(r * r, 1.0);
| #endif
| }
|
|