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fgdata/Shaders/sunlight-simple.vert

19 lines
569 B
GLSL

//uniform mat4 fg_ViewMatrixInverse;
uniform mat4 fg_ProjectionMatrixInverse;
varying vec3 ray;
varying vec4 eyePlaneS;
varying vec4 eyePlaneT;
varying vec4 eyePlaneR;
varying vec4 eyePlaneQ;
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;
eyePlaneS = gl_EyePlaneS[1];
eyePlaneT = gl_EyePlaneT[1];
eyePlaneR = gl_EyePlaneR[1];
eyePlaneQ = gl_EyePlaneQ[1];
}