1
0
Fork 0
fgdata/Shaders/sunlight.vert

10 lines
348 B
GLSL

#version 120
//uniform mat4 fg_ViewMatrixInverse;
uniform mat4 fg_ProjectionMatrixInverse;
varying vec3 ray;
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;
}