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20 lines
475 B
GLSL
20 lines
475 B
GLSL
#version 460
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layout (location = 0) in vec2 pos;
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layout (location = 1) in vec2 texCoord;
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uniform mat4 InverseViewProjection;
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uniform vec3 cameraPos;
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out vec2 TexCoord;
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out vec3 rayDir;
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void main() {
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TexCoord = texCoord;
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vec4 clipPos = vec4(pos, 1.0, 1.0);
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vec4 worldPosH = InverseViewProjection * clipPos;
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vec3 worldPos = worldPosH.xyz / worldPosH.w;
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vec3 RayDir = worldPos - cameraPos;
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rayDir = normalize(RayDir);
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gl_Position = clipPos;
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} |