armory/raw/water_pass/water_pass.vert.glsl

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2016-05-05 19:50:03 +02:00
#version 450
#ifdef GL_ES
precision highp float;
#endif
uniform mat4 invVP;
uniform vec3 eye;
in vec2 pos;
out vec2 texCoord;
out vec3 viewRay;
const vec2 madd = vec2(0.5, 0.5);
void main() {
// Scale vertex attribute to [0-1] range
texCoord = pos.xy * madd + madd;
gl_Position = vec4(pos.xy, 0.0, 1.0);
// NDC (at the back of cube)
vec4 v = vec4(pos.x, pos.y, 1.0, 1.0);
v = vec4(invVP * v);
v.xyz /= v.w;
viewRay = v.xyz - eye;
}