12 lines
233 B
GLSL
12 lines
233 B
GLSL
in vec2 a_pos;
|
|
|
|
uniform mat4 u_inv_proj_matrix;
|
|
|
|
out vec3 view_direction;
|
|
|
|
void main() {
|
|
// Compute each camera ray
|
|
view_direction = (u_inv_proj_matrix * vec4(a_pos, 0.0, 1.0)).xyz;
|
|
gl_Position = vec4(a_pos, 0.0, 1.0);
|
|
}
|