Make sure to invert post-projection y before doing reprojection

This commit is contained in:
baldurk
2015-11-27 13:47:14 +01:00
parent 4361eb83d2
commit 852aa3be1d
+2
View File
@@ -60,6 +60,8 @@ void main(void)
vec4 pos = position;
if(Mesh.homogenousInput == 0)
pos = vec4(position.xyz, 1);
else
pos.y = -pos.y;
gl_Position = Mesh.mvp * pos;
gl_Position.xy += Mesh.pointSpriteSize.xy*0.01f*psprite[gl_VertexID%4]*gl_Position.w;