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playcanvas

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Open-source WebGL/WebGPU 3D engine for the web

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var skybox_default = ` attribute vec4 aPosition; uniform mat4 matrix_view; uniform mat4 matrix_projectionSkybox; uniform mat3 cubeMapRotationMatrix; varying vec3 vViewDir; #ifdef SKY_FISHEYE varying vec3 vClipXYW; #endif #ifdef PREPASS_PASS varying float vLinearDepth; #endif #ifdef SKYMESH uniform mat4 matrix_model; varying vec3 vWorldPos; #endif void main(void) { mat4 view = matrix_view; #ifdef SKYMESH vec4 worldPos = matrix_model * aPosition; vWorldPos = worldPos.xyz; gl_Position = matrix_projectionSkybox * (view * worldPos); #ifdef PREPASS_PASS vLinearDepth = -(matrix_view * vec4(vWorldPos, 1.0)).z; #endif #else view[3][0] = view[3][1] = view[3][2] = 0.0; vViewDir = aPosition.xyz * cubeMapRotationMatrix; #ifdef SKY_FISHEYE vec4 viewPos = view * aPosition; gl_Position = vec4(viewPos.xy, 0.0, -viewPos.z); vClipXYW = vec3(gl_Position.xy, gl_Position.w); #else gl_Position = matrix_projectionSkybox * (view * aPosition); #endif #ifdef PREPASS_PASS vLinearDepth = -gl_Position.w; #endif #endif gl_Position.z = gl_Position.w - 1.0e-7; } `; export { skybox_default as default };