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armorpaint/base/shaders/world_pass.frag.glsl
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#version 450
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#include "std/math.glsl"
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uniform sampler2D envmap;
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uniform vec4 envmap_data_world; // angle, sin(angle), cos(angle), strength
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in vec3 normal;
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out vec4 frag_color;
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void main() {
vec3 n = normalize(normal);
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frag_color.rgb = texture(envmap, envmap_equirect(-n, envmap_data_world.x)).rgb * envmap_data_world.w;
frag_color.a = 0.0; // Mark as non-opaque
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}