32 lines
		
	
	
		
			680 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			32 lines
		
	
	
		
			680 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
#version 450
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#include "compiled.inc"
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uniform mat4 invVP;
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uniform vec3 eye;
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in vec2 pos;
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out vec2 texCoord;
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out vec3 viewRay;
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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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	gl_Position = vec4(pos.xy, 0.0, 1.0);
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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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	// 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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