2016-05-05 19:50:03 +02:00
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#version 450
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#ifdef GL_ES
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precision highp float;
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#endif
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2016-07-17 20:29:53 +02:00
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uniform mat4 transpV;
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uniform mat4 invP;
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2016-05-05 19:50:03 +02:00
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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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2016-07-17 20:29:53 +02:00
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out vec3 vecnormal;
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2016-05-05 19:50:03 +02:00
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void main() {
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// Scale vertex attribute to [0-1] range
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2017-04-19 23:11:02 +02:00
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#ifdef _InvY
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const vec2 madd = vec2(0.5, -0.5);
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#else
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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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2017-04-19 23:11:02 +02:00
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#endif
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2016-05-05 19:50:03 +02:00
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texCoord = pos.xy * madd + madd;
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gl_Position = vec4(pos.xy, 0.0, 1.0);
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2016-07-17 20:29:53 +02:00
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vec4 p = vec4(pos.xy, 0.0, 1.0);
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vec3 unprojected = (invP * p).xyz;
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vecnormal = mat3(transpV) * unprojected;
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2016-10-17 17:39:40 +02:00
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2016-05-05 19:50:03 +02:00
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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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