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2025-11-30 23:02:25 +01:00
commit ec1610443c
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#version 330 core
layout (location = 0) in vec3 aPos;
out vec3 fragPos;
uniform mat4 projection;
uniform mat4 view;
void main()
{
fragPos = aPos;
vec4 pos = projection * view * vec4(aPos, 1.0);
gl_Position = pos.xyww; // Trick to ensure skybox depth is always 1.0 (furthest)
}