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@@ -18,7 +18,7 @@ vec2 getSphereUV(vec3 v) {
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out vec4 vFragColor;
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void main(){
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- vec3 nor = normalize(vLocalPosition.xyz / vLocalPosition.w);
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+ vec3 nor = normalize((vLocalPosition.xyz * vec3(-1, 1, 1)) / vLocalPosition.w);
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vec2 uv = getSphereUV(nor);
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vec3 color = texture(envTex, nor).rgb;
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// color /= color + 1.0;
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