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#define INFINITE 1000.0
uniform vec3 lightDirection = vec3(0.57, 0.57, -0.57);
uniform float lightDistance = 1e4;
in vec3 pos;
out VertexData
{
vec3 pos; /* local position */
vec4 frontPosition; /* final ndc position */
vec4 backPosition;
}
vData;
void main()
{
vData.pos = pos;
vData.frontPosition = point_object_to_ndc(pos);
vData.backPosition = point_object_to_ndc(pos + lightDirection * lightDistance);
}
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