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@animech-public/playcanvas

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var skyboxHDRPS = /* glsl */` varying vec3 vViewDir; uniform samplerCube texture_cubeMap; #ifdef SKYMESH varying vec3 vWorldPos; uniform mat3 cubeMapRotationMatrix; uniform vec3 projectedSkydomeCenter; #endif void main(void) { #ifdef SKYMESH // get vector from world space pos to tripod origin vec3 envDir = normalize(vWorldPos - projectedSkydomeCenter); vec3 dir = envDir * cubeMapRotationMatrix; #else vec3 dir = vViewDir; #endif dir.x *= -1.0; vec3 linear = SKYBOX_DECODE_FNC(textureCube(texture_cubeMap, fixSeamsStatic(dir, SKYBOX_MIP))); gl_FragColor = vec4(gammaCorrectOutput(toneMap(processEnvironment(linear))), 1.0); } `; export { skyboxHDRPS as default };