18 lines
452 B
GLSL
18 lines
452 B
GLSL
#version 330 core
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layout(location = 0) in vec4 pos;
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out vec3 rayDirVertex;
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uniform mat4 osg_ModelViewMatrix;
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uniform mat4 osg_ModelViewProjectionMatrix;
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uniform mat4 osg_ViewMatrix;
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void main()
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{
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gl_Position = osg_ModelViewProjectionMatrix * pos;
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vec4 rayDirView = normalize(osg_ModelViewMatrix * pos);
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rayDirView.w = 0.0;
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rayDirVertex = vec4(inverse(osg_ViewMatrix) * rayDirView).xyz;
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rayDirVertex = normalize(rayDirVertex);
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}
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