veloren/voxygen/shaders/skybox.vert

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#version 330 core
in vec3 v_pos;
layout (std140)
uniform u_locals {
vec4 nul;
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};
layout (std140)
uniform u_globals {
mat4 view_mat;
mat4 proj_mat;
vec4 cam_pos;
vec4 focus_pos;
vec4 view_distance;
vec4 time_of_day;
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vec4 tick;
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};
out vec3 f_pos;
void main() {
f_pos = v_pos;
gl_Position =
proj_mat *
view_mat *
vec4(v_pos + cam_pos.xyz, 1);
gl_Position.z = 0.0;
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}