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31 lines
987 B
GLSL

#version 450
#extension GL_ARB_separate_shader_objects : enable
layout(set = 1, binding = 0) uniform CameraData
{
mat4 viewProjection;
mat4 view;
mat4 projection;
vec4 camPos;
} cam;
layout(location = 0) out vec3 nearPoint;
layout(location = 1) out vec3 farPoint;
// Grid position are in clipped space
vec3 gridPlane[4] = vec3[] (
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) {
vec4 unprojectedPoint = inverse(cam.viewProjection) * vec4(x, y, z, 1.0);
return unprojectedPoint.xyz / unprojectedPoint.w;
}
void main() {
vec3 p = gridPlane[gl_VertexIndex].xyz;
nearPoint = UnprojectPoint(p.x, p.y, 0.0, cam.view, cam.projection).xyz; // unprojecting on the near plane
farPoint = UnprojectPoint(p.x, p.y, 1.0, cam.view, cam.projection).xyz; // unprojecting on the far plane
gl_Position = vec4(p, 1.0); // using directly the clipped coordinates
}