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- #ifdef COMPILEVS
- vec4 GetScreenPos(vec4 clipPos)
- {
- return vec4(
- clipPos.x * cGBufferOffsets.z + cGBufferOffsets.x * clipPos.w,
- clipPos.y * cGBufferOffsets.w + cGBufferOffsets.y * clipPos.w,
- 0.0,
- clipPos.w);
- }
- vec2 GetScreenPosPreDiv(vec4 clipPos)
- {
- return vec2(
- clipPos.x / clipPos.w * cGBufferOffsets.z + cGBufferOffsets.x,
- clipPos.y / clipPos.w * cGBufferOffsets.w + cGBufferOffsets.y);
- }
- vec2 GetQuadTexCoord(vec4 clipPos)
- {
- return vec2(
- clipPos.x / clipPos.w * 0.5 + 0.5,
- clipPos.y / clipPos.w * 0.5 + 0.5);
- }
- vec2 GetQuadTexCoordNoFlip(vec3 worldPos)
- {
- return vec2(
- worldPos.x * 0.5 + 0.5,
- -worldPos.y * 0.5 + 0.5);
- }
- vec3 GetFarRay(vec4 clipPos)
- {
- vec3 viewRay = vec3(
- clipPos.x / clipPos.w * cFrustumSize.x,
- clipPos.y / clipPos.w * cFrustumSize.y,
- cFrustumSize.z);
- return cCameraRot * viewRay;
- }
- vec3 GetNearRay(vec4 clipPos)
- {
- vec3 viewRay = vec3(
- clipPos.x / clipPos.w * cFrustumSize.x,
- clipPos.y / clipPos.w * cFrustumSize.y,
- 0.0);
-
- return (cCameraRot * viewRay) * cDepthMode.x;
- }
- #endif
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