18 lines
		
	
	
		
			323 B
		
	
	
	
		
			Plaintext
		
	
	
		
		
			
		
	
	
			18 lines
		
	
	
		
			323 B
		
	
	
	
		
			Plaintext
		
	
	
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								#version 110
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								uniform mat4 mv_inv_matrix;
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								uniform vec2 fov;
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								attribute vec2 vertex;
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								varying vec3 ray_origin, ray_direction;
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								void
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								main()
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								{
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								    gl_Position = vec4(vertex, 0.0, 1.0);
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								    ray_direction = (mv_inv_matrix * vec4(fov * vertex, -1.0, 0.0)).xyz;
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								    ray_origin = (mv_inv_matrix * vec4(0.0, 0.0, 0.0, 1.0)).xyz;
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								}
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