#define FOV 0.8 uniform float aspect; varying vec3 v_rorg, v_rdir; void main() { gl_Position = gl_Vertex; vec2 s = vec2(aspect, 1.0); float dist = -1.0 / tan(FOV / 2.0); vec3 dir = vec3((gl_MultiTexCoord0.xy * 2.0 - 1.0) * s, dist); v_rdir = gl_NormalMatrix * dir; v_rorg = (gl_ModelViewMatrix * vec4(0.0, 0.0, 0.0, 1.0)).xyz; }