paysages3d/src/render/opengl/shaders/skybox.vert

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in vec4 vertex;
uniform mat4 viewMatrix;
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uniform vec3 cameraLocation;
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out vec3 unprojected;
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void main(void)
{
unprojected = cameraLocation + vertex.xyz * 500.0;
gl_Position = viewMatrix * vec4(unprojected, 1.0);
}