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- #version 330
- #pragma debug(on)
- //https://learnopengl.com/PBR/IBL/Diffuse-irradiance
- //this shader converts from a hdr image to a cubemap
- //todo rename shader
- layout (location = 0) in vec3 aPos;
- out vec3 v_localPos;
- uniform mat4 u_viewProjection;
- void main()
- {
- v_localPos = aPos;
- gl_Position = u_viewProjection * vec4(aPos, 1.0);
- }
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