#version 460 #extension GL_EXT_scalar_block_layout : require layout(location = 0) in vec3 directionWS; out Varyings { layout(location = 0) vec3 texCoord; } var; #include "includes/global_uniforms.glsl" void main() { vec3 directionVS = (_Global.matrixWStoVS * vec4(directionWS, 0.0)).xyz; vec4 directionCS = _Global.matrixVStoCS * vec4(directionVS, 0.0); gl_Position = vec4(directionCS.xy, 0.0, directionCS.w); var.texCoord = -directionWS; }