kaliber/assets/demo/sky.glsl_vertex

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IN(0) vec2 in_position;
IN(1) vec2 in_tex_coord_0;
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UNIFORM_BEGIN
UNIFORM_V(vec2 scale)
UNIFORM_V(mat4 projection)
UNIFORM_F(vec2 sky_offset)
UNIFORM_F(vec3 nebula_color)
UNIFORM_END
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OUT(0) vec2 tex_coord_0;
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void main() {
// Simple 2d transform.
vec2 position = in_position;
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position *= PARAM(scale);
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tex_coord_0 = in_tex_coord_0;
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gl_Position = PARAM(projection) * vec4(position, 0.0, 1.0);
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}