armory/Shaders/compositor_pass/compositor_pass.vert.glsl
2017-04-19 23:11:02 +02:00

38 lines
610 B
GLSL

#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
}