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Univerxel/content/shaders/Sky.vs

15 lines
267 B
GLSL

#version 330 core
layout (location = 0) in vec3 Position_modelspace;
out vec3 UV;
uniform mat4 Projection;
uniform mat4 View;
void main()
{
UV = Position_modelspace;
gl_Position = (Projection * View * vec4(Position_modelspace, 1.0)).xyww;
}