ioq3/code/rend2/glsl/shadowmask_vp.glsl
2012-12-04 01:56:52 +00:00

20 lines
590 B
GLSL

attribute vec4 attr_Position;
attribute vec4 attr_TexCoord0;
uniform vec3 u_ViewForward;
uniform vec3 u_ViewLeft;
uniform vec3 u_ViewUp;
uniform vec4 u_ViewInfo; // zfar / znear
varying vec2 var_ScreenTex;
varying vec3 var_ViewDir;
void main()
{
gl_Position = attr_Position;
//vec2 screenCoords = gl_Position.xy / gl_Position.w;
//var_ScreenTex = screenCoords * 0.5 + 0.5;
var_ScreenTex = attr_TexCoord0.xy;
vec2 screenCoords = attr_TexCoord0.xy * 2.0 - 1.0;
var_ViewDir = u_ViewForward + u_ViewLeft * -screenCoords.x + u_ViewUp * screenCoords.y;
}