Porting to web
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@@ -0,0 +1,12 @@
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attribute vec3 vPosition;
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uniform mat4 ProjectionModelViewMatrix;
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varying vec3 dir;
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void main(){
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vec4 realVertexPos = vec4(vPosition.xyz, 1.0);
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gl_Position = ProjectionModelViewMatrix * realVertexPos;
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dir = vPosition;
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}
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@@ -0,0 +1,8 @@
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uniform samplerCube Texture;
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varying vec3 dir;
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void main(){
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gl_FragColor = textureCube(Texture, normalize(dir));
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}
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@@ -0,0 +1,8 @@
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precision mediump float;
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uniform samplerCube Texture;
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varying vec3 dir;
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void main(){
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gl_FragColor = textureCube(Texture, normalize(dir));
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}
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@@ -0,0 +1,11 @@
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attribute vec3 vPosition;
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attribute vec2 vTexCoord;
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varying vec2 texCoord;
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uniform mat4 ProjectionModelViewMatrix;
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void main()
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{
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gl_Position = ProjectionModelViewMatrix * vec4(vPosition.xyz, 1.0);
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texCoord = vTexCoord;
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}
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@@ -0,0 +1,10 @@
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//precision mediump float;
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uniform sampler2D Texture;
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varying vec2 texCoord;
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void main()
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{
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vec4 color = texture2D(Texture,texCoord).rgba;
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gl_FragColor = color;
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}
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@@ -0,0 +1,9 @@
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precision mediump float;
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uniform sampler2D Texture;
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varying vec2 texCoord;
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void main()
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{
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vec4 color = texture2D(Texture,texCoord).rgba;
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gl_FragColor = color;
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}
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