Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- #version 150
- in vec3 position;
- uniform float height;
- uniform float aspect = 4.0/3.0;
- uniform float zNear;
- uniform float zFar;
- mat4 camera = mat4(
- vec4(1.0/(height*aspect), 0.0, 0.0, 0.0),
- vec4( 0.0, 1.0/height, 0.0, 0.0),
- vec4( 0.0, 0.0, 2.0/(zFar - zNear), 0.0),
- vec4( 0.0, 0.0, -zNear - 1, 1.0)
- );
- void main () {
- gl_Position = camera * vec4(position, 1.0);
- }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement