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2023-10-14 22:41:16 +02:00
#version 330 core
out vec3 nearPoint;
out vec3 farPoint;
uniform mat4 projection;
uniform mat4 view;
// Grid position are in xy clipped space
vec3 gridPlane[6] = vec3[](
vec3(1, 1, 0), vec3(-1, -1, 0), vec3(-1, 1, 0),
vec3(-1, -1, 0), vec3(1, 1, 0), vec3(1, -1, 0)
);
vec3 UnprojectPoint(float x, float y, float z, mat4 v, mat4 proj) {
mat4 viewInv = inverse(v);
mat4 projInv = inverse(proj);
vec4 unprojectedPoint = viewInv * projInv * vec4(x, y, z, 1.0);
return unprojectedPoint.xyz / unprojectedPoint.w;
}
void main() {
vec3 p = gridPlane[gl_VertexID].xyz;
nearPoint = UnprojectPoint(p.x, p.y, 0.0, view, projection).xyz; // unprojecting on the near plane
farPoint = UnprojectPoint(p.x, p.y, 1.0, view, projection).xyz; // unprojecting on the far plane
gl_Position = vec4(p, 1.0); // using directly the clipped coordinates
}