armory/raw/translucent_resolve/translucent_resolve.vert.glsl
2016-05-27 01:12:21 +02:00

29 lines
470 B
GLSL

#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;
}