armory/Shaders/include/pass_viewray2.vert.glsl

27 lines
458 B
Plaintext
Raw Normal View History

2016-03-29 13:14:06 +02:00
#version 450
#include "compiled.inc"
2018-02-18 19:10:14 +01:00
2016-04-17 16:07:54 +02:00
uniform mat4 invP;
2016-03-29 13:14:06 +02:00
in vec2 pos;
out vec2 texCoord;
out vec3 viewRay;
2016-03-29 13:14:06 +02:00
void main() {
// Scale vertex attribute to [0-1] range
2016-10-17 00:02:51 +02:00
const vec2 madd = vec2(0.5, 0.5);
texCoord = pos.xy * madd + madd;
2020-05-11 09:03:13 +02:00
#ifdef _InvY
2017-06-23 15:47:51 +02:00
texCoord.y = 1.0 - texCoord.y;
#endif
gl_Position = vec4(pos.xy, 0.0, 1.0);
// NDC (at the back of cube)
2020-05-11 09:03:13 +02:00
vec4 v = vec4(pos.x, pos.y, 1.0, 1.0);
v = vec4(invP * v);
viewRay = vec3(v.xy / v.z, 1.0);
2016-03-29 13:14:06 +02:00
}