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14
Resources/Shaders/skybox_vert.glsl
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14
Resources/Shaders/skybox_vert.glsl
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#version 330 core
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layout (location = 0) in vec3 aPos;
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out vec3 fragPos;
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uniform mat4 projection;
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uniform mat4 view;
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void main()
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{
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fragPos = aPos;
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vec4 pos = projection * view * vec4(aPos, 1.0);
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gl_Position = pos.xyww; // Trick to ensure skybox depth is always 1.0 (furthest)
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}
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