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#version 330 core
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out vec4 FragColor;
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in vec3 WorldPos;
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uniform samplerCube environmentMap;
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void main()
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{
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vec3 envColor = texture(environmentMap, WorldPos).rgb;
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// HDR tonemap and gamma correct
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envColor = envColor / (envColor + vec3(1.0));
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envColor = pow(envColor, vec3(1.0/2.2));
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FragColor = vec4(envColor, 1.0);
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}
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