armory/Shaders/deferred_light/deferred_light.vert.glsl

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#version 450
#include "compiled.inc"
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uniform mat4 invVP;
uniform vec3 eye;
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in vec2 pos;
out vec2 texCoord;
out vec3 viewRay;
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void main() {
// 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 HLSL
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texCoord.y = 1.0 - texCoord.y;
#endif
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gl_Position = vec4(pos.xy, 0.0, 1.0);
// NDC (at the back of cube)
vec4 v = vec4(pos.x, pos.y, 1.0, 1.0);
v = vec4(invVP * v);
v.xyz /= v.w;
viewRay = v.xyz - eye;
}