FModel/FModel/Resources/light.vert
2023-01-27 23:45:55 +01:00

23 lines
558 B
GLSL

#version 460 core
layout (location = 0) in vec3 vPos;
layout (location = 9) in mat4 vInstanceMatrix;
uniform mat4 uView;
uniform mat4 uProjection;
out vec2 fTexCoords;
void main()
{
float scale = 0.075;
mat4 result;
result[0] = vec4(scale, 0.0, 0.0, 0.0);
result[1] = vec4(0.0, scale, 0.0, 0.0);
result[2] = vec4(0.0, 0.0, scale, 0.0);
result[3] = vInstanceMatrix[3];
gl_Position = uProjection * uView * result * vec4(inverse(mat3(uView)) * vPos, 1.0);
fTexCoords = -vPos.xy * 0.5 + 0.5; // fits the whole rectangle
}