Add dependencies, play around with clouds/transparency layer
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#version 430 core
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layout (location = 0) in vec3 pos;
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layout (location = 1) in vec3 texPos;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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out vec3 vTexPos;
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out vec3 vPos;
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void main()
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{
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gl_Position = theMat * vec4(pos,1.0) ;
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vTexPos = texPos;
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vPos = pos;
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}
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