void main()
{
gl_Position = vec4(vertex.xy, 1.0, 1.0);
- mat4 inv_projection = inverse(projection_matrix);
- out vec4 view_dir = inv_projection*vec4(vertex.xy, -1.0, 1.0);
+ out vec4 view_dir = eye_clip_matrix*vec4(vertex.xy, -1.0, 1.0);
view_dir /= view_dir.w;
- view_dir = inverse(eye_world_matrix)*vec4(view_dir.xyz, 0.0);
+ view_dir = world_eye_matrix*vec4(view_dir.xyz, 0.0);
}
#pragma MSP stage(fragment)
+layout(location=0) out vec4 frag_color;
void main()
{
vec3 nview = normalize(view_dir.xyz);
float azimuth = atan(nview.y, nview.x);
- frag_color = texture(distant, vec2(azimuth/(2*pi), nview.z*0.5+0.5))*light_color;
+ frag_color = texture(distant, vec2(azimuth/(2*PI), nview.z*0.5+0.5))*light_color;
}