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- #version 330 core
- layout (location = 0) in vec3 InVert;
- uniform mat4 proj;
- uniform mat4 model;
- out vec2 uv;
- void main()
- {
- gl_Position = proj * model * vec4(InVert, 1);
- vec3 norm = normalize(InVert);
- uv = vec2(atan(norm.y/norm.x),acos(norm.z/1));
- }
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