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20 lines
618 B
GLSL
20 lines
618 B
GLSL
#version 460
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layout(location = 0) in vec2 inTexCoords;
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layout(location = 0) out vec2 texCoords;
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layout(location = 1) flat out vec3[4] directions;
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uniform mat4 invViewMatrix;
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uniform vec2 tanXY;
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void main() {
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directions[0] = (invViewMatrix * vec4(1*tanXY.x, 1, 1*tanXY.y, 0)).xyz;
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directions[1] = (invViewMatrix * vec4(1*tanXY.x, 1, -1*tanXY.y, 0)).xyz;
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directions[2] = (invViewMatrix * vec4(-1*tanXY.x, 1, 1*tanXY.y, 0)).xyz;
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directions[3] = (invViewMatrix * vec4(-1*tanXY.x, 1, -1*tanXY.y, 0)).xyz;
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texCoords = inTexCoords;
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vec2 position = inTexCoords*2 - vec2(1, 1);
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gl_Position = vec4(position, 0, 1);
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}
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