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