void main()
{
gl_Position = vec4(vertex.xy, 1.0, 1.0);
- mat4 inv_projection = inverse(projection_matrix);
+ mat4 inv_projection = inverse(clip_eye_matrix);
out vec4 view_dir = inv_projection*vec4(vertex.xy, -1.0, 1.0);
view_dir /= view_dir.w;
view_dir = inverse(eye_world_matrix)*vec4(view_dir.xyz, 0.0);