22 lines
517 B
GLSL
22 lines
517 B
GLSL
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uniform mat4 g_ViewProjectionMatrix;
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uniform mat4 g_AltViewProjectionMatrix;
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attribute vec3 a_Position;
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varying vec4 v_ScreenPos;
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void main() {
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#if POINTLIGHT
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gl_Position = mul(mul(vec4(a_Position, 1.0), g_AltViewProjectionMatrix), g_ViewProjectionMatrix);
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#else
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gl_Position = mul(mul(vec4(a_Position * vec3(0.99, 0.99, 1.0), 1.0), g_AltViewProjectionMatrix), g_ViewProjectionMatrix);
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#endif
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#if FULLSCREEN
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gl_Position = vec4(a_Position.xy, 0, 1.0);
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#endif
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v_ScreenPos = gl_Position;
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}
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