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#version 410 core
uniform Camera {
mat4 view;
mat4 proj;
vec4 viewPos;
} cam;
out vec3 nearPoint;
out vec3 farPoint;
out float near;
out float far;
out mat4 fragView;
out mat4 fragProj;
// 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 view, mat4 projection) {
mat4 viewInv = inverse(view);
mat4 projInv = inverse(projection);
vec4 unprojectedPoint = viewInv * projInv * vec4(x, y, z, 1.0);
return unprojectedPoint.xyz / unprojectedPoint.w;
}
// normal vertex projection
void main() {
// gl_Position = cam.proj * cam.view * vec4(gridPlane[gl_VertexID].xyz, 1.0);
vec3 p = gridPlane[gl_VertexID].xyz;
nearPoint = UnprojectPoint(p.x, p.y, -1.0, cam.view, cam.proj).xyz; // unprojecting on the near plane
farPoint = UnprojectPoint(p.x, p.y, 1.0, cam.view, cam.proj).xyz; // unprojecting on the far plane
fragView = cam.view;
fragProj = cam.proj;
near = 0.01;
far = 100.0;
gl_Position = vec4(p, 1.0); // using directly the clipped coordinates
}
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