vertex shader
void main()
{
vec4 world_pos = mtx_worldview * position;
vec4 view_pos = mtx_view * world_pos;
var_position = normalize(-view_pos.xyz);
gl_Position = mtx_proj * view_pos;
}
fragment shader
void main()
{
vec4 basecolor = vec4(var_position.xyz, 1) / vec4(540, 960, 1, 1);
out_fragColor = vec4(basecolor.rgb, 1);
}
result
i just want the view direction to be projected onto a plane ![]()