32 lines
		
	
	
		
			680 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			32 lines
		
	
	
		
			680 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #version 450
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| 
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| #include "compiled.inc"
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| 
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| uniform mat4 invVP;
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| uniform vec3 eye;
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| 
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| in vec2 pos;
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| 
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| out vec2 texCoord;
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| out vec3 viewRay;
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| 
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| void main() {
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| 	// Scale vertex attribute to [0-1] range
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| 	const vec2 madd = vec2(0.5, 0.5);
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| 	texCoord = pos.xy * madd + madd;
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| 	#ifdef _InvY
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| 	texCoord.y = 1.0 - texCoord.y;
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| 	#endif
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| 
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| 	gl_Position = vec4(pos.xy, 0.0, 1.0);
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| 
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| 	// fullscreen triangle: http://de.slideshare.net/DevCentralAMD/vertex-shader-tricks-bill-bilodeau
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| 	// gl_Position = vec4((gl_VertexID % 2) * 4.0 - 1.0, (gl_VertexID / 2) * 4.0 - 1.0,  0.0, 1.0);
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| 
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| 	// NDC (at the back of cube)
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| 	vec4 v = vec4(pos.x, pos.y, 1.0, 1.0);
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| 	v = vec4(invVP * v);
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| 	v.xyz /= v.w;
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| 	viewRay = v.xyz - eye;
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| }
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