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@@ -4,13 +4,9 @@ uniform float tFlip;
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varying vec3 vWorldPosition;
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#include <common>
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-#include <logdepthbuf_pars_fragment>
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-#include <clipping_planes_pars_fragment>
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void main() {
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- #include <clipping_planes_fragment>
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-
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// gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );
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vec3 direction = normalize( vWorldPosition );
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vec2 sampleUV;
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@@ -18,6 +14,4 @@ void main() {
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sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;
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gl_FragColor = texture2D( tEquirect, sampleUV );
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- #include <logdepthbuf_fragment>
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-
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}
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