Add pipeline validation for missing shaders
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Add skybox texture now using image binding system
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@@ -32,10 +32,10 @@
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out vec4 colorOut;
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uniform samplerCube diffuseTexture;
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uniform samplerCube skyboxTexture;
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in mediump vec3 texCoord;
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void main() {
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colorOut = textureCube(diffuseTexture, normalize(texCoord));
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colorOut = textureCube(skyboxTexture, normalize(texCoord));
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}
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