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export default /* glsl */`
uniform samplerCube tCube;
uniform float tFlip;
uniform float opacity;
varying vec3 vWorldDirection;
void main() {
vec4 texColor = textureCube( tCube, vec3( tFlip * vWorldDirection.x, vWorldDirection.yz ) );
gl_FragColor = mapTexelToLinear( texColor );
gl_FragColor.a *= opacity;
#include <tonemapping_fragment>
#include <encodings_fragment>
}
`;
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