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fgdata/Shaders/ssao.vert

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GLSL
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2012-05-09 21:51:26 +00:00
uniform mat4 fg_ProjectionMatrixInverse;
varying vec4 ray;
void main() {
gl_Position = gl_Vertex;
gl_TexCoord[0] = gl_MultiTexCoord0;
ray = fg_ProjectionMatrixInverse * gl_Vertex;
}