Cubyz/assets/cubyz/shaders/fake_reflection.vs

13 lines
271 B
GLSL

#version 430
layout (location=0) in vec2 inTexCoords;
out vec3 coords;
uniform float reflectionMapSize;
void main() {
coords = vec3((inTexCoords*2 - vec2(1, 1))*(reflectionMapSize + 1)/reflectionMapSize, 1);
gl_Position = vec4(inTexCoords*2 - vec2(1, 1), 0, 1);
}