armory/Shaders/deferred_light/deferred_light.vert.glsl
2018-11-27 21:44:56 +01:00

29 lines
483 B
GLSL

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