# Code coverage report for src/shader/source/skybox.glsl.js

# all files / src/shader/source/ skybox.glsl.js

100% Statements 1/1
100% Branches 0/0
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100% Lines 1/1

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     export default "@export clay.skybox.vertex\nuniform mat4 world : WORLD;\nuniform mat4 worldViewProjection : WORLDVIEWPROJECTION;\nattribute vec3 position : POSITION;\nvarying vec3 v_WorldPosition;\nvoid main()\n{\n    v_WorldPosition = (world * vec4(position, 1.0)).xyz;\n    gl_Position = worldViewProjection * vec4(position, 1.0);\n}\n@end\n@export clay.skybox.fragment\nuniform mat4 viewInverse : VIEWINVERSE;\nuniform samplerCube environmentMap;\nuniform float lod: 0.0;\nvarying vec3 v_WorldPosition;\n@import clay.util.rgbm\n@import clay.util.srgb\n@import clay.util.ACES\nvoid main()\n{\n    vec3 eyePos = viewInverse[3].xyz;\n    vec3 viewDirection = normalize(v_WorldPosition - eyePos);\n#ifdef LOD\n    vec4 texel = decodeHDR(textureCubeLodEXT(environmentMap, viewDirection, lod));\n#else\n    vec4 texel = decodeHDR(textureCube(environmentMap, viewDirection));\n#endif\n#ifdef SRGB_DECODE\n    texel = sRGBToLinear(texel);\n#endif\n#ifdef TONEMAPPING\n    texel.rgb = ACESToneMapping(texel.rgb);\n#endif\n#ifdef SRGB_ENCODE\n    texel = linearTosRGB(texel);\n#endif\n    gl_FragColor = encodeHDR(vec4(texel.rgb, 1.0));\n}\n@end";