2016-03-23 23:35:44 +01:00
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#version 450
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2018-02-18 19:10:14 +01:00
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#include "compiled.glsl"
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2016-12-20 01:39:16 +01:00
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// #ifdef _CPos
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2016-10-23 15:32:26 +02:00
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// uniform mat4 invVP;
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// uniform vec3 eye;
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// #endif
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2016-08-15 23:45:03 +02:00
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2016-03-23 23:35:44 +01:00
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in vec2 pos;
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out vec2 texCoord;
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2016-12-20 01:39:16 +01:00
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// #ifdef _CPos
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2016-10-23 15:32:26 +02:00
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// out vec3 viewRay;
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// #endif
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2016-03-23 23:35:44 +01:00
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void main() {
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2016-08-15 23:45:03 +02:00
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// Scale vertex attribute to [0-1] range
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2016-10-17 17:39:40 +02:00
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const vec2 madd = vec2(0.5, 0.5);
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2016-08-15 23:45:03 +02:00
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texCoord = pos.xy * madd + madd;
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2017-06-23 15:47:51 +02:00
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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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2016-03-23 23:35:44 +01:00
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2016-08-15 23:45:03 +02:00
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gl_Position = vec4(pos.xy, 0.0, 1.0);
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2016-12-20 01:39:16 +01:00
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// #ifdef _CPos
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2016-08-15 23:45:03 +02:00
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// NDC (at the back of cube)
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2016-10-23 15:32:26 +02:00
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// vec4 v = vec4(pos.xy, 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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// #endif
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2016-03-23 23:35:44 +01:00
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}
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