初始化内容
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#version 450
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#extension GL_GOOGLE_include_directive : enable
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layout (set = 0, binding = 0) uniform UniformBufferObject
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{
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mat4 proj;
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mat4 view;
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} ubo;
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layout(location = 0) in vec3 inPosition;
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layout (location = 0) out vec3 outUVW;
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#include "include/tocubemap.glsl"
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void main()
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{
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outUVW = tocubemap(inPosition);
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mat4 viewNoTranslation = mat4(mat3(ubo.view));
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vec4 pos = ubo.proj * viewNoTranslation * vec4(inPosition.xyz, 1.0);
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gl_Position = pos.xyww;
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}
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