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#version 100

precision mediump float;

// Input vertex attributes (from vertex shader)
varying vec3 fragPosition;

// Input uniform values
uniform samplerCube environmentMap;
uniform bool vflipped;

void main()
{
    // Fetch color from texture map
    vec4 texelColor = vec4(0.0);

    if (vflipped) texelColor = textureCube(environmentMap, vec3(fragPosition.x, -fragPosition.y, fragPosition.z));
    else texelColor = textureCube(environmentMap, fragPosition);

    vec3 color = vec3(texelColor.x, texelColor.y, texelColor.z);
    
    // Apply gamma correction
    color = color/(color + vec3(1.0));
    color = pow(color, vec3(1.0/2.2));

    // Calculate final fragment color
    gl_FragColor = vec4(color, 1.0);
}