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