#version 460 #extension GL_EXT_multiview : require #extension GL_GOOGLE_include_directive : require #include "lovr.glsl" vec4 lovrmain() { const vec2 uvs[6] = vec2[6]( vec2(-1, -1), vec2(-1, +1), vec2(+1, -1), vec2(+1, -1), vec2(-1, +1), vec2(+1, +1) ); vec2 uv = uvs[VertexIndex % 6]; vec3 ray = vec3(uv, -1.); mat3 inverseViewOrientation = transpose(mat3(View)); Normal = normalize(inverseViewOrientation * (InverseProjection * vec4(ray, 1.)).xyz); return vec4(uv, 0, 1); }