1 #define FOV 0.873 /* about 50 deg */
3 varying vec3 v_rorg, v_rdir;
7 gl_Position = gl_Vertex;
9 float dist = 1.0 / tan(FOV / 2.0);
10 vec3 dir = vec3(gl_MultiTexCoord0.xy * 2.0 - 1.0, dist);
11 v_rdir = gl_NormalMatrix * dir;
12 v_rorg = (gl_ModelViewMatrix * vec4(0.0, 0.0, 0.0, 1.0)).xyz;