armory/raw/ssr_pass/ssr_pass.vert.glsl

31 lines
514 B
GLSL

#version 450
#ifdef GL_ES
precision highp float;
#endif
uniform mat4 invP;
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;
v = vec4(invP * v);
// v.xyz /= v.w;
viewRay = vec3(v.xy / v.z, 1.0);
}