Cubyz/assets/cubyz/shaders/deferred_render_pass.vs
IntegratedQuantum 9898db654b Specify the location of all shader in/out parameters.
also normalized the version and layout formatting
progress towards #1376
2025-05-02 14:53:57 +02:00

20 lines
618 B
GLSL

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