1
0
Fork 0
fgdata/Shaders/ssao.vert
2012-05-12 09:20:07 +02:00

7 lines
194 B
GLSL

uniform mat4 fg_ProjectionMatrixInverse;
varying vec4 ray;
void main() {
gl_Position = gl_Vertex;
gl_TexCoord[0] = gl_MultiTexCoord0;
ray = fg_ProjectionMatrixInverse * gl_Vertex;
}