# K GLSL.std.450 main"'< amethyst_rendy/shaders/vertex/skybox.vertÑÂ// OpModuleProcessed entry-point main // OpModuleProcessed client vulkan100 // OpModuleProcessed target-env vulkan1.0 // OpModuleProcessed entry-point main #line 1 #version 450 layout(std140, set = 0, binding = 0) uniform ViewArgs { uniform mat4 proj; uniform mat4 view; uniform mat4 proj_view; }; layout(location = 0) in vec3 position; layout(location = 1) in vec2 tex_coord; layout(location = 0) out VertexData { vec3 position; vec2 tex_coord; } vertex; void main() { mat4 view_without_translation = view; view_without_translation[3].xyz = vec3(0.0f, 0.0f, 0.0f); vertex.position = position.xyz; vertex.tex_coord = tex_coord; vec4 before_divide = (proj * view_without_translation * vec4(position, 1.0)); gl_Position = vec4(before_divide.xy, 0.0, before_divide.w); }  GL_GOOGLE_cpp_style_line_directiveGL_GOOGLE_include_directivemain ViewArgs proj view proj_viewVertexDatapositiontex_coordvertex"position'tex_coord:gl_PerVertex:gl_Position:gl_PointSize:gl_ClipDistance:gl_CullDistance<H H #H H H #@H H H #€H G G"G!GGG"G'H: H: H: H: G:!     ;  +  +, ;+ !;!" $ &;&' )+1€?7 +7898:99 ;:;;< F6øA= QO R J=#"A$% >%#=('A)*>*(A, = -,’ /-JQ2#Q3#Q4#P52341‘6/5QB6QC6QD6PECDBAFG< >GEý8