24 lines
457 B
GLSL
24 lines
457 B
GLSL
#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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in vec2 pos;
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uniform vec3 ray00;
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uniform vec3 ray01;
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uniform vec3 ray10;
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uniform vec3 ray11;
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out vec3 initialRay;
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out vec2 texCoord;
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const vec2 madd = vec2(0.5, 0.5);
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void main() {
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// Scale vertex attribute to [0-1] range
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texCoord = pos.xy * madd + madd;
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initialRay = mix(mix(ray00, ray01, texCoord.y), mix(ray10, ray11, texCoord.y), texCoord.x);
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gl_Position = vec4(pos.xy, 0.0, 1.0);
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}
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