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/**
* Simple down-sample shader. Takes the average of the 4 texels of lower mip.
*/
#pragma BLENDER_REQUIRE(common_math_lib.glsl)
uniform samplerCube source;
uniform float texelSize;
flat in int fFace;
out vec4 FragColor;
const vec3 maj_axes[6] = vec3[6](vec3(1.0, 0.0, 0.0),
vec3(-1.0, 0.0, 0.0),
vec3(0.0, 1.0, 0.0),
vec3(0.0, -1.0, 0.0),
vec3(0.0, 0.0, 1.0),
vec3(0.0, 0.0, -1.0));
const vec3 x_axis[6] = vec3[6](vec3(0.0, 0.0, -1.0),
vec3(0.0, 0.0, 1.0),
vec3(1.0, 0.0, 0.0),
vec3(1.0, 0.0, 0.0),
vec3(1.0, 0.0, 0.0),
vec3(-1.0, 0.0, 0.0));
const vec3 y_axis[6] = vec3[6](vec3(0.0, -1.0, 0.0),
vec3(0.0, -1.0, 0.0),
vec3(0.0, 0.0, 1.0),
vec3(0.0, 0.0, -1.0),
vec3(0.0, -1.0, 0.0),
vec3(0.0, -1.0, 0.0));
void main()
{
vec2 uvs = gl_FragCoord.xy * texelSize;
uvs = 2.0 * uvs - 1.0;
vec3 cubevec = x_axis[fFace] * uvs.x + y_axis[fFace] * uvs.y + maj_axes[fFace];
FragColor = textureLod(source, cubevec, 0.0);
}
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