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- vec3 gl330_normalize(vec3 at)
- {
- float dist = sqrt(pow(at.x, 2) + pow(at.y, 2) + pow(at.z, 2));
- at.x /= dist;
- at.y /= dist;
- at.z /= dist;
- return at;
- }
- void main()
- {
- vec4 result = sky_projection * vec4(in_xyz, 1.0);
- result.x /= result.w;
- result.y /= result.w;
- result.z /= result.w;
- result.xyz = gl330_normalize(result.xyz);
- color = vec4(0,1,0,1);
- color = vec4(1.0,0.0,0.0,1.0);
- color.y = result.y/2+0.5;
- // color.xyz = result.xyz/2 + 0.5;// sky(result.xyz);
- //gl_FragDepth = 1.0;
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