Add Skybox Example (#5)
* added skybox example * use existing resource directory
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779fd39135
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5 changed files with 131 additions and 64 deletions
67
examples/models/models_skybox.py
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67
examples/models/models_skybox.py
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from raylib.dynamic import raylib as rl, ffi
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from raylib.colors import *
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screenWidth = 1260
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screenHeight = 768
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rl.InitWindow(screenWidth, screenHeight, b'Skymap Demo')
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camera = ffi.new('struct Camera3D *', [[1, 1, 1], [4, 1, 4], [0, 1, 0], 70, 0])
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cube = rl.GenMeshCube(100, 100, 100)
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skybox = rl.LoadModelFromMesh(cube)
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skybox.materials[0].shader = rl.LoadShader(
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b'resources/shaders/skybox.vs',
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b'resources/shaders/skybox.fs'
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)
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rl.SetShaderValue(
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skybox.materials[0].shader,
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rl.GetShaderLocation(skybox.materials[0].shader, b"environmentMap"),
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ffi.new('int[]', [rl.MAP_CUBEMAP]),
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rl.UNIFORM_INT
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)
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shdrCubemap = rl.LoadShader(
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b'resources/shaders/cubemap.vs',
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b'resources/shaders/cubemap.fs'
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)
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rl.SetShaderValue(
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shdrCubemap,
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rl.GetShaderLocation(shdrCubemap, b'equirectangularMap'),
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ffi.new('int[]', [0]),
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rl.UNIFORM_INT
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)
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texHDR = rl.LoadTexture(b'resources/dresden_square.hdr')
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skybox.materials[0].maps[rl.MAP_CUBEMAP].texture = rl.GenTextureCubemap(shdrCubemap, texHDR, 512);
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rl.UnloadTexture(texHDR)
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rl.UnloadShader(shdrCubemap)
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rl.SetCameraMode(camera[0], rl.CAMERA_FIRST_PERSON)
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rl.SetTargetFPS(60)
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while not rl.WindowShouldClose():
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rl.UpdateCamera(camera)
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rl.BeginDrawing()
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rl.ClearBackground(RAYWHITE)
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rl.BeginMode3D(camera[0])
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rl.DrawModel(skybox, [0, 0, 0], 1.0, WHITE)
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rl.DrawGrid(10, 1.0)
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for x in range(10):
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for y in range(10):
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rl.DrawCube([x * 2, 0, y * 2], 1, 1, 1, MAROON)
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rl.DrawCubeWires([x * 2, 0, y * 2], 1, 1, 1, RED)
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rl.EndMode3D()
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rl.DrawFPS(10, 10)
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rl.EndDrawing()
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rl.CloseWindow()
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rl.UnloadShader(skybox.materials[0].shader)
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rl.UnloadTexture(skybox.materials[0].maps[rl.MAP_CUBEMAP].texture)
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rl.UnloadModel(skybox)
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@ -8,31 +8,31 @@
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#version 330
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#version 330
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# Input vertex attributes (from vertex shader)
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// Input vertex attributes (from vertex shader)
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in vec3 fragPos
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in vec3 fragPosition;
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# Input uniform values
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// Input uniform values
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uniform sampler2D equirectangularMap
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uniform sampler2D equirectangularMap;
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# Output fragment color
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// Output fragment color
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out vec4 finalColor
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out vec4 finalColor;
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vec2 SampleSphericalMap(vec3 v)
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vec2 SampleSphericalMap(vec3 v)
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[
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{
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vec2 uv = vec2(atan(v.z, v.x), asin(v.y))
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vec2 uv = vec2(atan(v.z, v.x), asin(v.y));
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uv *= vec2(0.1591, 0.3183)
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uv *= vec2(0.1591, 0.3183);
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uv += 0.5
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uv += 0.5;
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return uv
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return uv;
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]
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}
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void main()
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void main()
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[
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{
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# Normalize local position
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// Normalize local position
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vec2 uv = SampleSphericalMap(normalize(fragPos))
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vec2 uv = SampleSphericalMap(normalize(fragPosition));
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# Fetch color from texture map
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// Fetch color from texture map
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vec3 color = texture(equirectangularMap, uv).rgb
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vec3 color = texture(equirectangularMap, uv).rgb;
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# Calculate final fragment color
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// Calculate final fragment color
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finalColor = vec4(color, 1.0)
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finalColor = vec4(color, 1.0);
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]
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}
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@ -8,21 +8,21 @@
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#version 330
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#version 330
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# Input vertex attributes
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// Input vertex attributes
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in vec3 vertexPosition
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in vec3 vertexPosition;
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# Input uniform values
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// Input uniform values
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uniform mat4 projection
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uniform mat4 projection;
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uniform mat4 view
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uniform mat4 view;
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# Output vertex attributes (to fragment shader)
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// Output vertex attributes (to fragment shader)
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out vec3 fragPos
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out vec3 fragPosition;
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void main()
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void main()
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[
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{
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# Calculate fragment position based on model transformations
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// Calculate fragment position based on model transformations
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fragPos = vertexPosition
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fragPosition = vertexPosition;
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# Calculate final vertex position
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// Calculate final vertex position
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gl_Position = projection*view*vec4(vertexPosition, 1.0)
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gl_Position = projection*view*vec4(vertexPosition, 1.0);
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]
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}
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@ -8,24 +8,24 @@
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#version 330
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#version 330
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# Input vertex attributes (from vertex shader)
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// Input vertex attributes (from vertex shader)
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in vec3 fragPos
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in vec3 fragPosition;
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# Input uniform values
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// Input uniform values
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uniform samplerCube environmentMap
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uniform samplerCube environmentMap;
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# Output fragment color
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// Output fragment color
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out vec4 finalColor
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out vec4 finalColor;
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void main()
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void main()
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[
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{
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# Fetch color from texture map
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// Fetch color from texture map
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vec3 color = texture(environmentMap, fragPos).rgb
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vec3 color = texture(environmentMap, fragPosition).rgb;
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# Apply gamma correction
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// Apply gamma correction
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color = color/(color + vec3(1.0))
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color = color/(color + vec3(1.0));
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color = pow(color, vec3(1.0/2.2))
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color = pow(color, vec3(1.0/2.2));
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# Calculate final fragment color
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// Calculate final fragment color
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finalColor = vec4(color, 1.0)
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finalColor = vec4(color, 1.0);
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]
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}
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@ -8,25 +8,25 @@
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#version 330
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#version 330
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# Input vertex attributes
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// Input vertex attributes
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in vec3 vertexPosition
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in vec3 vertexPosition;
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# Input uniform values
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// Input uniform values
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uniform mat4 projection
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uniform mat4 projection;
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uniform mat4 view
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uniform mat4 view;
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# Output vertex attributes (to fragment shader)
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// Output vertex attributes (to fragment shader)
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out vec3 fragPos
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out vec3 fragPosition;
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void main()
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void main()
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[
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{
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# Calculate fragment position based on model transformations
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// Calculate fragment position based on model transformations
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fragPos = vertexPosition
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fragPosition = vertexPosition;
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# Remove translation from the view matrix
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// Remove translation from the view matrix
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mat4 rotView = mat4(mat3(view))
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mat4 rotView = mat4(mat3(view));
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vec4 clipPos = projection*rotView*vec4(vertexPosition, 1.0)
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vec4 clipPos = projection*rotView*vec4(vertexPosition, 1.0);
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# Calculate final vertex position
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// Calculate final vertex position
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gl_Position = clipPos.xyww
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gl_Position = clipPos.xyzw;
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]
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}
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