#define FOV 0.873 /* about 50 deg */
+uniform float aspect;
+
varying vec3 v_rorg, v_rdir;
void main()
{
gl_Position = gl_Vertex;
- float dist = 1.0 / tan(FOV / 2.0);
- vec3 dir = vec3(gl_MultiTexCoord0.xy * 2.0 - 1.0, dist);
+ 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;
}