raylib-go/examples/models/skybox/skybox.vs

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553 B
GLSL

#version 330
// input vertex attributes
in vec3 vertexPosition;
// input uniform values
uniform mat4 matProjection;
uniform mat4 matView;
// output vertex attributes (to fragment shader)
out vec3 fragPosition;
void main()
{
// calculate fragment position based on model transformations
fragPosition = vertexPosition;
// remove translation from the view matrix
mat4 rotView = mat4(mat3(matView));
vec4 clipPos = matProjection*rotView*vec4(vertexPosition, 1.0);
// calculate final vertex position
gl_Position = clipPos;
}