#version 330
in vec3 position;
out vec3 vUV;

#pragma include "global_uniforms_incl.glsl"

void main(void) {
    vec4 eyespacePos = (g_view * vec4(position, 0.0));
    eyespacePos.w = 1;
    gl_Position = g_model * eyespacePos; // model matrix here contains the infinite projection
    vUV = position;
}
#version 330
in vec3 position;
out vec3 vUV;

#pragma include "global_uniforms_incl.glsl"

void main(void) {
    vec4 eyespacePos = (g_view * vec4(position, 0.0));
    eyespacePos.w = 1.0;
    gl_Position = g_model * eyespacePos; // model matrix here contains the infinite projection
    vUV = position;
}
Fix Skybox in WebGL/OpenGL ES 2.x
Fix Skybox in WebGL/OpenGL ES 2.x
