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armorpaint/base/shaders/pass_viewray2.vert.glsl
T
2024-10-15 23:26:44 +02:00

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);
}