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/* Copyright (c) 2024, Qualcomm Innovation Center, Inc. All rights reserved.
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*
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* ------------------------------------------------------------------------
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*
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* THIS IS A MODIFIED VERSION OF THE ORIGINAL FILE
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*
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* The original file, along with the original Apache-2.0 LICENSE can be found at:
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* https://github.com/google-research/jax3d/tree/main/jax3d/projects/mobilenerf
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*
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* Modification details: Shader code was updated to work on Vulkan (originally
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* built for WebGL)
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* Contributor: (Qualcomm) Rodrigo Holztrattner - quic_rholztra@quicinc.com
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*/
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#version 460
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layout(location = 0) in vec3 position;
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layout(location = 1) in vec2 texCoord;
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layout(location = 2) in vec3 posOffset;
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layout(binding = 2) uniform GlobalUniform
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{
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mat4x4 model;
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mat4x4 view;
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mat4x4 proj;
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vec3 camera_position;
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vec3 camera_side;
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vec3 camera_up;
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vec3 camera_lookat;
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vec2 img_dim;
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}
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global_uniform;
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layout(location = 0) out vec2 texCoord_frag;
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layout(location = 1) out vec3 rayDirection;
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void main(void)
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{
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texCoord_frag = texCoord;
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vec3 pos = position + posOffset;
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gl_Position = global_uniform.proj * global_uniform.view * global_uniform.model * vec4(pos.x, -pos.y, pos.z, 1.0);
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rayDirection = pos - vec3(global_uniform.camera_position.x, -global_uniform.camera_position.y, global_uniform.camera_position.z);
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}
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