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- #version GLSL_VERSION
- #var PROCEDURAL_SKYDOME 0
- #var WO_SKYTEX 0
- #var WO_SKYBLEND 0
- #include <std.glsl>
- uniform mat4 u_cube_view_matrix;
- /*==============================================================================
- SHADER INTERFACE
- ==============================================================================*/
- GLSL_IN vec3 a_position;
- //------------------------------------------------------------------------------
- GLSL_OUT vec3 v_ray;
- #if !PROCEDURAL_SKYDOME && (WO_SKYTEX || WO_SKYBLEND)
- GLSL_OUT vec2 v_texcoord;
- #endif
- /*==============================================================================
- MAIN
- ==============================================================================*/
- void main(void) {
- vec4 position = vec4(a_position.xy, 0.999999, 1.0);
- vec4 ray = u_cube_view_matrix * position;
- v_ray = ray.xyz;
- #if !PROCEDURAL_SKYDOME && (WO_SKYTEX || WO_SKYBLEND)
- v_texcoord = a_position.xy;
- #endif
- gl_Position = position;
- }
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