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#version 100
precision mediump float;
// Input vertex attributes (from vertex shader)
varying vec3 fragPosition;
// Input uniform values
uniform samplerCube environmentMap;
void main()
{
// Fetch color from texture map
vec4 texelColor = textureCube(environmentMap, fragPosition);
vec3 color = vec3(texelColor.x, texelColor.y, texelColor.z);
// Calculate final fragment color
gl_FragColor = vec4(color, 1.0);
}
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