SkyBoxFS.glsl 185 B

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  1. uniform samplerCube u_cubeMap;
  2. varying vec3 v_texCoord;
  3. void main()
  4. {
  5. vec3 rgb = textureCube(u_cubeMap, normalize(v_texCoord)).rgb;
  6. gl_FragColor = vec4(rgb, czm_morphTime);
  7. }