#version 120 //uniform mat4 fg_ViewMatrixInverse; uniform mat4 fg_ProjectionMatrixInverse; varying vec3 ray; void main() { gl_Position = gl_Vertex; gl_TexCoord[0] = gl_MultiTexCoord0; // ray = (fg_ViewMatrixInverse * vec4((fg_ProjectionMatrixInverse * gl_Vertex).xyz, 0.0)).xyz; ray = (fg_ProjectionMatrixInverse * gl_Vertex).xyz; }