8 lines
200 B
GLSL
8 lines
200 B
GLSL
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uniform mat4 fg_ProjectionMatrixInverse;
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varying vec3 ray;
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void main() {
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gl_Position = gl_Vertex;
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gl_TexCoord[0] = gl_MultiTexCoord0;
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ray = (fg_ProjectionMatrixInverse * gl_Vertex).xyz;
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}
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