// -*- mode: c -*- #ifdef GLSL330 layout (location = 0) in vec3 position; #elif defined(GLSL130) in vec3 position; #elif defined(GLSL120) attribute vec3 position; #endif #ifdef GLSL120 varying vec3 fragDir; #else out vec3 fragDir; #endif uniform mat4 view; uniform mat4 projection; void main() { // Remove the translation part of the view matrix. mat4 viewDir = mat4(mat3(view)); fragDir = position; gl_Position = projection * viewDir * vec4(position, 1.0); }