35 lines
		
	
	
		
			579 B
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
		
		
			
		
	
	
			35 lines
		
	
	
		
			579 B
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
|  | #version 450 | ||
|  | 
 | ||
|  | #include "compiled.inc" | ||
|  | 
 | ||
|  | // #ifdef _CPos | ||
|  | 	// uniform mat4 invVP; | ||
|  | 	// uniform vec3 eye; | ||
|  | // #endif | ||
|  | 
 | ||
|  | in vec2 pos; | ||
|  | 
 | ||
|  | out vec2 texCoord; | ||
|  | // #ifdef _CPos | ||
|  | 	// out vec3 viewRay; | ||
|  | // #endif | ||
|  | 
 | ||
|  | void main() { | ||
|  | 	// Scale vertex attribute to [0-1] range | ||
|  | 	const vec2 madd = vec2(0.5, 0.5); | ||
|  | 	texCoord = pos.xy * madd + madd; | ||
|  | 	#ifdef _InvY | ||
|  | 	texCoord.y = 1.0 - texCoord.y; | ||
|  | 	#endif | ||
|  | 
 | ||
|  | 	gl_Position = vec4(pos.xy, 0.0, 1.0); | ||
|  | 
 | ||
|  | // #ifdef _CPos | ||
|  | 	// NDC (at the back of cube) | ||
|  | 	// vec4 v = vec4(pos.xy, 1.0, 1.0); | ||
|  | 	// v = vec4(invVP * v); | ||
|  | 	// v.xyz /= v.w; | ||
|  | 	// viewRay = v.xyz - eye; | ||
|  | // #endif | ||
|  | } |