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- #version 330
- uniform sampler2D texture_normal; // View-space Normal buffer from GBuffer
- uniform samplerCube texture_ibl; // IBL cubemap
- uniform mat4 uInverseViewMatrix;
- in vec2 passTexCoord;
- in vec4 passColor;
- out vec4 outColor;
- const float MULTIPLIER = 1024; // Test just to boost color to make sure I have output
- void main(void) {
- vec3 normal = texture( texture_normal, passTexCoord ).rgb;
- vec3 sample = texture( texture_ibl, normal ).rgb;
- outColor = vec4( sample*MULTIPLIER, 1.0 );
- }
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