Cubyz/assets/cubyz/shaders/deferred_render_pass.vs

17 lines
358 B
GLSL

#version 430
layout (location=0) in vec2 inTexCoords;
out vec2 texCoords;
out vec3 direction;
uniform mat4 invViewMatrix;
uniform vec2 tanXY;
void main() {
vec2 position = inTexCoords*2 - vec2(1, 1);
direction = (invViewMatrix * vec4(position.x*tanXY.x, 1, position.y*tanXY.y, 0)).xyz;
texCoords = inTexCoords;
gl_Position = vec4(position, 0, 1);
}