Use vertex pulling for clouds
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@@ -0,0 +1,18 @@
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#version 450 core
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struct Verx { vec4 pos; vec4 col; };
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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layout (std430, binding = 6) readonly buffer Pos { Verx data[]; };
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int indices[6] = {0,1,3,0,3,2};
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out vec4 vColC;
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out vec4 vColE;
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out vec4 vPos;
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out vec2 vDist;
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void main()
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{
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uint i0 = gl_VertexID / 6;
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uint k = indices[gl_VertexID % 6];
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vec4 br =
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//gl_Position = theMat * vec4(pos,1);
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gl_Position = vec4(pos,1);
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vCol = col;
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}
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