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					|  |  |  |  | // vim: ft=c | 
			
		
	
		
			
				
					|  |  |  |  | // clang-format off | 
			
		
	
		
			
				
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					|  |  |  |  | layout(binding = 1) uniform samplerCube combined_image; | 
			
		
	
		
			
				
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					|  |  |  |  | layout(location = 0) out vec4 outColor; | 
			
		
	
		
			
				
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					|  |  |  |  | layout(location = 0) in vec4 normal; | 
			
		
	
		
			
				
					|  |  |  |  | layout(location = 1) in vec4 pos_pre; | 
			
		
	
		
			
				
					|  |  |  |  | layout(location = 2) in vec4 view_orig; | 
			
		
	
		
			
				
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					|  |  |  |  | layout(push_constant, std430) uniform pc { | 
			
		
	
		
			
				
					|  |  |  |  |   layout(offset=48) vec4 data; | 
			
		
	
		
			
				
					|  |  |  |  | }; | 
			
		
	
		
			
				
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					|  |  |  |  | void main() { | 
			
		
	
		
			
				
					|  |  |  |  |   outColor = vec4(data.rgb*(1.0+dot(normal.xyz, normalize(vec3(-0.7, -0.5, -0.1))))/2.0, 1.0); | 
			
		
	
		
			
				
					|  |  |  |  |   vec4 ray = pos_pre - view_orig; | 
			
		
	
		
			
				
					|  |  |  |  |   outColor = texture(combined_image, vec3(reflect(ray, normal))); | 
			
		
	
		
			
				
					|  |  |  |  |   // outColor = vec4(data.rgb*(1.0+dot(normal.xyz, normalize(vec3(-0.7, -0.5, -0.1))))/2.0, 1.0); | 
			
		
	
		
			
				
					|  |  |  |  | //if(pos_post.z <= 0.0) { | 
			
		
	
		
			
				
					|  |  |  |  | //  outColor = vec4(1.0); | 
			
		
	
		
			
				
					|  |  |  |  | //} | 
			
		
	
	
		
			
				
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