armory/Shaders/deferred_indirect/deferred_indirect.vert.glsl
2018-01-29 19:06:57 +01:00

33 lines
528 B
GLSL
Executable file

#version 450
#ifdef _IndPos
uniform mat4 invVP;
uniform vec3 eye;
#endif
in vec2 pos;
out vec2 texCoord;
#ifdef _IndPos
out vec3 viewRay;
#endif
void main() {
// Scale vertex attribute to [0-1] range
const vec2 madd = vec2(0.5, 0.5);
texCoord = pos.xy * madd + madd;
#ifdef _InvY
texCoord.y = 1.0 - texCoord.y;
#endif
gl_Position = vec4(pos.xy, 0.0, 1.0);
#ifdef _IndPos
// 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;
#endif
}