Add existing to tracked
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+11
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uniform mat3 u_cubeMapPanoramaTransform;
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in vec3 position;
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out vec3 v_texCoord;
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void main()
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{
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vec3 p = czm_viewRotation * (u_cubeMapPanoramaTransform * (czm_entireFrustum.y * position));
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gl_Position = czm_projection * vec4(p, 1.0);
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v_texCoord = position.xyz;
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}
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