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fgdata/Shaders/fog.vert

8 lines
213 B
GLSL

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