10 lines
335 B
GLSL
10 lines
335 B
GLSL
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//uniform mat4 fg_ViewMatrixInverse;
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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_ViewMatrixInverse * vec4((fg_ProjectionMatrixInverse * gl_Vertex).xyz, 0.0)).xyz;
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ray = (fg_ProjectionMatrixInverse * gl_Vertex).xyz;
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}
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