quakeforge/libs/video/renderer/glsl/quakesky.vert

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uniform mat4 mvp_mat;
uniform mat4 sky_mat;
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attribute vec4 tlst;
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attribute vec4 vertex;
varying vec3 direction;
void
main (void)
{
gl_Position = mvp_mat * vertex;
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direction = (sky_mat * vertex).xyz;
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}