27 lines
447 B
GLSL
27 lines
447 B
GLSL
#version 450
|
|
|
|
uniform mat4 invP;
|
|
|
|
in vec2 pos;
|
|
|
|
out vec2 tex_coord;
|
|
out vec3 view_ray;
|
|
|
|
void main() {
|
|
// Scale vertex attribute to [0-1] range
|
|
const vec2 madd = vec2(0.5, 0.5);
|
|
tex_coord = pos.xy * madd + madd;
|
|
|
|
#ifdef GLSL
|
|
#else
|
|
tex_coord.y = 1.0 - tex_coord.y;
|
|
#endif
|
|
|
|
gl_Position = vec4(pos.xy, 0.0, 1.0);
|
|
|
|
// NDC (at the back of cube)
|
|
vec4 v = vec4(pos.x, pos.y, 1.0, 1.0);
|
|
v = vec4(mul(v, invP));
|
|
view_ray = vec3(v.xy / v.z, 1.0);
|
|
}
|