6c3aeceb51
It was using wrong swizzle for depth texture.
20 lines
546 B
GLSL
20 lines
546 B
GLSL
uniform vec3 extents;
|
|
|
|
uniform mat4 RHMatrix;
|
|
|
|
ivec3 resolution = ivec3(32, 16, 32);
|
|
|
|
out vec3 uvw;
|
|
|
|
void main(void)
|
|
{
|
|
// Determine the RH center
|
|
float gx = int(gl_VertexID) & (resolution.x - 1);
|
|
float gy = int(gl_VertexID >> 5) & (resolution.y - 1);
|
|
float gz = int(gl_VertexID >> 9) & (resolution.z - 1);
|
|
uvw = vec3(gx, gy, gz) / vec3(resolution);
|
|
vec3 WorldPos = (2. * uvw - 1.) * extents;
|
|
gl_Position = ProjectionMatrix * ViewMatrix * RHMatrix * vec4(WorldPos, 1.);
|
|
gl_PointSize = 500. / gl_Position.w;
|
|
|
|
} |