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path: root/src/shader/fragment_cubemap.glsl
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#version 330 core

in vec3 frag_pos;
in vec2 frag_tex;

out vec4 out_color;

uniform vec3 color;
uniform samplerCube tex;

void main()
{
    out_color = texture(tex, normalize(frag_pos)) * vec4(color, 1.0);
    if (out_color.a == 0.0)
        discard;
}