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#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(eevee_cubemap_lib.glsl)
#pragma BLENDER_REQUIRE(eevee_lightprobe_display_lib.glsl)
#pragma BLENDER_REQUIRE(eevee_shader_shared.hh)
uniform samplerCubeArray lightprobe_cube_tx;
out vec4 out_color;
void main()
{
float len_sqr = len_squared(interp.coord);
if (len_sqr > 1.0) {
discard;
}
vec3 vN = vec3(interp.coord, sqrt(1.0 - len_sqr));
vec3 N = normal_view_to_world(vN);
vec3 V = cameraVec(interp.P);
vec3 R = -reflect(V, N);
out_color.rgb = cubemap_array_sample(lightprobe_cube_tx, vec4(R, interp.sample), 0.0).rgb;
out_color.a = 0.0;
}
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