18 lines
323 B
GLSL
18 lines
323 B
GLSL
#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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