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graphite/dist/shaders/skybox.vert
2024-01-03 16:05:02 -05:00

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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;
}