26 lines
458 B
GLSL
26 lines
458 B
GLSL
#version 450
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#include "compiled.inc"
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uniform mat4 invP;
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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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// 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(invP * v);
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viewRay = vec3(v.xy / v.z, 1.0);
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}
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