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27 lines
606 B
GLSL
27 lines
606 B
GLSL
#version 460
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#extension GL_EXT_multiview : require
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#extension GL_GOOGLE_include_directive : require
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#include "lovr.glsl"
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layout(location = 2) out vec3 FragDirection;
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void main() {
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FragColor = VertexColor * Color;
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const vec2 uvs[6] = vec2[6](
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vec2(-1, -1),
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vec2(-1, +1),
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vec2(+1, -1),
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vec2(+1, -1),
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vec2(-1, +1),
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vec2(+1, +1)
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);
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vec2 uv = uvs[VertexIndex % 6];
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vec3 ray = vec3(uv, -1.);
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mat3 inverseViewOrientation = transpose(mat3(View));
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FragDirection = normalize(inverseViewOrientation * (InverseProjection * vec4(ray, 1.)).xyz);
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Position = vec4(uv, 1, 1);
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}
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