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- //@renderpasses 0
- //@import "std"
- //@vertex
- void main(){
- transformQuadVertex();
- }
- //@fragment
- void main(){
- vec4 clip=r_InverseProjectionMatrix * vec4( v_ClipPosition,1.0,1.0 );
- vec3 tv=r_EnvMatrix * (clip.xyz/clip.w);
-
- vec3 frag=pow( textureCube( r_SkyTexture,tv ).rgb,vec3( 2.2 ) );
-
- #if MX2_DEFERREDRENDERER
- gl_FragData[0]=vec4( frag,1.0 ); //accum
- gl_FragData[1]=vec4( 0.0,0.0,0.0,1.0 ); //color_m
- gl_FragData[2]=vec4( 0.5,0.5,0.5,1.0 ); //normal_r
- #else
- emitLinearFragment( frag,1.0 );
- #endif
- }
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