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