veloren/voxygen/shaders/skybox.vert

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#version 330 core
#include <globals.glsl>
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in vec3 v_pos;
layout (std140)
uniform u_locals {
vec4 nul;
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};
out vec3 f_pos;
void main() {
f_pos = v_pos;
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// TODO: Make this position-independent to avoid rounding error jittering
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gl_Position =
proj_mat *
view_mat *
vec4(v_pos + cam_pos.xyz, 1);
gl_Position.z = 0.0;
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}