factor/extra/gpu/demos/raytrace/raytrace.v.glsl

18 lines
323 B
GLSL

#version 110
uniform mat4 mv_inv_matrix;
uniform vec2 fov;
attribute vec2 vertex;
varying vec3 ray_origin, ray_direction;
void
main()
{
gl_Position = vec4(vertex, 0.0, 1.0);
ray_direction = (mv_inv_matrix * vec4(fov * vertex, -1.0, 0.0)).xyz;
ray_origin = (mv_inv_matrix * vec4(0.0, 0.0, 0.0, 1.0)).xyz;
}