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24 lines
341 B
GLSL
24 lines
341 B
GLSL
#version 330 core
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#include <globals.glsl>
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in vec3 v_pos;
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layout (std140)
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uniform u_locals {
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vec4 nul;
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};
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out vec3 f_pos;
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void main() {
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f_pos = v_pos;
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// TODO: Make this position-independent to avoid rounding error jittering
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gl_Position =
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proj_mat *
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view_mat *
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vec4(v_pos * 100000.0 + cam_pos.xyz, 1);
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gl_Position.z = 0.0;
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}
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