18 lines
261 B
GLSL
18 lines
261 B
GLSL
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uniform mat4 mvp_mat;
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uniform mat4 sky_mat;
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attribute vec4 vertex;
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varying vec3 direction;
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void
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main (void)
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{
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vec3 dir;
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float len;
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vec2 offset = vec2 (1.0, 1.0);
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gl_Position = mvp_mat * vertex;
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direction = (sky_mat * vertex).xyz;
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}
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