30 lines
752 B
GLSL
30 lines
752 B
GLSL
uniform vec3 extents;
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layout (std140) uniform MatrixesData
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{
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mat4 ViewMatrix;
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mat4 ProjectionMatrix;
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mat4 InverseViewMatrix;
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mat4 InverseProjectionMatrix;
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mat4 ShadowViewProjMatrixes[4];
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vec2 screen;
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};
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uniform mat4 RHMatrix;
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ivec3 resolution = ivec3(32, 16, 32);
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out vec3 uvw;
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void main(void)
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{
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// Determine the RH center
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float gx = int(gl_VertexID) & (resolution.x - 1);
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float gy = int(gl_VertexID >> 5) & (resolution.y - 1);
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float gz = int(gl_VertexID >> 9) & (resolution.z - 1);
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uvw = vec3(gx, gy, gz) / vec3(resolution);
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vec3 WorldPos = (2. * uvw - 1.) * extents;
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gl_Position = ProjectionMatrix * ViewMatrix * RHMatrix * vec4(WorldPos, 1.);
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gl_PointSize = 100. / gl_Position.w;
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} |