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Univerxel/resource/shaders/src/Sky.vert

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GLSL
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#version 450 core
layout(binding = 0) uniform UniformBufferObject {
mat4 view;
mat4 proj;
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} UBO;
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layout (location = 0) in vec3 Position_modelspace;
layout (location = 0) out vec3 UV;
void main(){
UV = Position_modelspace;
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mat4 view = UBO.view;
view[3] = vec4(0.0f, 0.0f, 0.0f, 1.0f);
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gl_Position = (UBO.proj * view * vec4(Position_modelspace, 1.0)).xyww;
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}