1
0
Fork 0
fgdata/Shaders/fog.vert

7 lines
200 B
GLSL

uniform mat4 fg_ProjectionMatrixInverse;
varying vec3 ray;
void main() {
gl_Position = gl_Vertex;
gl_TexCoord[0] = gl_MultiTexCoord0;
ray = (fg_ProjectionMatrixInverse * gl_Vertex).xyz;
}