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a guest Jul 18th, 2018 76 Never
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  1. #version 330 core
  2.  
  3. layout (location = 0) in vec3 InVert;
  4.  
  5. uniform mat4 proj;
  6. uniform mat4 model;
  7. out vec2 uv;
  8.  
  9. void main()
  10. {
  11.    gl_Position =  proj * model * vec4(InVert, 1);
  12.    vec3 norm = normalize(InVert);
  13.    uv = vec2(atan(norm.y/norm.x),acos(norm.z/1));  
  14. }
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