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prism/engine/shaders/sky.vert.glsl

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layout (location = 0) out vec2 out_uv;
layout(push_constant) uniform PushConstant{
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mat4 view;
vec4 sun_position_fov;
float aspect;
};
void main() {
out_uv = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
gl_Position = vec4(out_uv * 2.0f + -1.0f, 1.0f, 1.0f);
}