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fgdata/Shaders/HDR/skydome.vert

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GLSL
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#version 330 core
layout(location = 0) in vec4 pos;
out vec3 ray_dir;
out vec3 ray_dir_view;
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uniform mat4 osg_ModelViewMatrix;
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uniform mat4 osg_ModelViewProjectionMatrix;
void main()
{
gl_Position = osg_ModelViewProjectionMatrix * pos;
// Get the camera height (0 being the ground)
vec4 ground_point = osg_ModelViewMatrix * vec4(0.0, 0.0, 0.0, 1.0);
float altitude = length(ground_point);
// Compensate for the skydome being fixed on the ground
ray_dir = normalize(pos.xyz - vec3(0.0, 0.0, altitude));
ray_dir_view = (osg_ModelViewMatrix * vec4(ray_dir, 0.0)).xyz;
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}