- vec2 texcoord = vec2(gl_TexCoord[0]);
- vec4 vColor = texture2D(colorMap, texcoord);
- float fDepth = texture2D(depthMap, texcoord).x;
- vec4 vNormal = texture2D(normalMap, texcoord);
- vNormal.xyz = vNormal.xyz * 2.0 - 1.0;
- vec4 vVertex;
- vVertex.xy = gl_TexCoord[0].st * 2.0 - 1.0 ;
- vVertex.z = fDepth * 2.0 - 1.0;
- vVertex.w = 1.0;
- vVertex = proM * vVertex;
- vVertex /= vVertex.w;
- vec4 vEye;
- vEye.xyz = vVertex.xyz * 1.00001;
- vec4 posWorld = InvViewMat * vec4(vEye.xyz, 1.0);