Small optimization to sky box shader
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@@ -44,6 +44,6 @@ void main()
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gl_Position = vec4(vertex_position.xy, 1.0, 1.0);
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vec4 t = inv_mvp_matrix_no_translate * vec4(vertex_position.xy, 1.0, 1.0);
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t /= t.w;
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t *= 1.0 / t.w;
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texCoord = vec3(t);
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}
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