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0ad/binaries/data/mods/public/shaders/glsl/sky.vs

12 lines
199 B
GLSL

#version 110
varying vec3 v_tex;
attribute vec3 a_vertex;
attribute vec3 a_uv0;
void main()
{
gl_Position = gl_ModelViewProjectionMatrix * vec4(a_vertex, 1.0);
v_tex = gl_MultiTexCoord0.xyz;
}