20 lines
416 B
GLSL
20 lines
416 B
GLSL
#version 450
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// Vertex attributes
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layout (location = 0) in vec4 inPos;
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layout (location = 2) in vec2 inUV;
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layout (binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 modelview;
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} ubo;
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layout (location = 0) out vec2 outUV;
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void main()
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{
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outUV = inUV;
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// Skysphere always at center, only use rotation part of modelview matrix
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gl_Position = ubo.projection * mat4(mat3(ubo.modelview)) * vec4(inPos.xyz, 1.0);
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}
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