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toddcox-visualize/vis/shaders/direct-stereo.vs.glsl

25 lines
400 B
GLSL

#version 430
layout(std430, binding=1) buffer Positions {
vec4 verts[];
};
layout(std140, binding=1) uniform Matrices {
mat4 proj;
mat4 view;
};
out gl_PerVertex {
vec4 gl_Position;
float gl_PointSize;
};
out vec4 vpos;
void main() {
vec4 pos = verts[gl_VertexID];
vpos = view * pos;
gl_Position = proj * vec4(vpos.xyz / (1 - vpos.w), 1);
gl_PointSize = 5;
}