veloren/assets/voxygen/shaders/skybox-vert.glsl

24 lines
330 B
GLSL

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