# 2 GLSL.std.450main ") rend3-pbr/shaders/src/skybox.vert¸// OpModuleProcessed entry-point main // OpModuleProcessed client vulkan100 // OpModuleProcessed target-env vulkan1.0 // OpModuleProcessed entry-point main #line 1 #version 440 layout(location = 0) out vec2 o_clip_position; void main() { uint id = gl_VertexIndex; vec2 position = vec2(float(id / 2) * 4.0 - 1.0, float(id % 2) * 4.0 - 1.0); o_clip_position = position; // We use 0.0 (the infinite far plane) as depth gl_Position = vec4(position, 0.0, 1.0); } GL_GOOGLE_cpp_style_line_directiveGL_GOOGLE_include_directivemain gl_VertexIndex"o_clip_position'gl_PerVertex'gl_Position'gl_PointSize'gl_ClipDistance)G *G"H' H' H' G'!     ;  ++€@+€? !;!"$+%&%'$& (';()+ *+, 0$6ø= | †p…ƒ‰p…ƒP >"  P$/,A01)*>1/ý8