project-aster/samples/04_scenes/shader/background.vert.glsl

24 lines
645 B
GLSL

#version 450
#pragma shader_stage(vertex)
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : enable
#extension GL_EXT_buffer_reference : require
#include "graphics_bindings.glsl"
layout (location = 0) out vec3 out_WorldPosition;
void main()
{
vec3 points[] =
{
vec3(-1.0f, -1.0f, 1.0f),
vec3(3.0f, -1.0f, 1.0f),
vec3(-1.0f, 3.0f, 1.0f),
};
gl_Position = vec4(points[gl_VertexIndex], 1.0f);
vec4 clipSpace = camera.m_InvProjection * vec4(points[gl_VertexIndex], 1.0f);
vec4 worldSpace = camera.m_InvView * (clipSpace / clipSpace.wwww);
out_WorldPosition = worldSpace.xyz;
}