27 lines
No EOL
632 B
GLSL
27 lines
No EOL
632 B
GLSL
layout(location = 0) in vec3 inPosition;
|
|
|
|
layout(location = 0) out vec3 ViewDirection;
|
|
|
|
out gl_PerVertex {
|
|
vec4 gl_Position;
|
|
};
|
|
|
|
layout(std140, binding = 0) uniform UniformMatrixData {
|
|
mat4 proj, view;
|
|
} umd;
|
|
|
|
void main()
|
|
{
|
|
gl_Position = vec4(inPosition.xy, 1.0, 1.0);
|
|
|
|
mat4 rotMatrix = mat4(1, 0, 0, 0,
|
|
0, cos(-1.57f), -sin(-1.57f), 0,
|
|
0, sin(-1.57f), cos(-1.57f), 0,
|
|
0, 0, 0, 1);
|
|
|
|
mat4 invp = inverse(umd.proj);
|
|
mat3 invm = transpose(mat3(umd.view));
|
|
vec3 unpr = (invp * gl_Position).xyz;
|
|
|
|
ViewDirection = invm * unpr;
|
|
} |