ioq3quest/code/rend2/glsl/shadowmask_vp.glsl

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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_DepthTex;
varying vec3 var_ViewDir;
void main()
{
gl_Position = attr_Position;
vec2 screenCoords = gl_Position.xy / gl_Position.w;
var_DepthTex = attr_TexCoord0.xy;
var_ViewDir = u_ViewForward + u_ViewLeft * -screenCoords.x + u_ViewUp * screenCoords.y;
}