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#version 330 core in vert_t { vec3 position; } vert; out vec4 frag_color; uniform samplerCube cubemap; void main(void) { vec3 color = texture(cubemap, vert.position).rgb; color /= color + vec3(1.0); color = pow(color, vec3(1.0 / 2.2)); frag_color = vec4(color, 1.0); }