terrain-gen/shaders/skybox.vert

15 lines
272 B
GLSL

#version 420 core
in vec3 in_position;
uniform mat4 u_view;
uniform mat4 u_projection;
out vec3 position;
void main(void)
{
position = in_position;
vec4 fPosition = u_projection * mat4(mat3(u_view)) * vec4(in_position, 1.0);
gl_Position = fPosition.xyww;
}