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Vulkan-Samples/shaders/dynamic_line_rasterization/glsl/grid.vert
T
2025-09-04 10:54:47 +08:00

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1.6 KiB
GLSL

#version 450
/* Copyright (c) 2023-2024, Mobica Limited
*
* 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.
*/
layout(binding = 0) uniform Ubo {
mat4 projection;
mat4 view;
mat4 model;
mat4 viewProjectionInverse;
} ubo;
layout(location = 0) out vec3 nearPoint;
layout(location = 1) out vec3 farPoint;
layout(location = 2) out mat4 view;
layout(location = 6) out mat4 projection;
vec3 unprojectPoint(float x, float y, float z, mat4 viewProjectionInverse) {
vec4 clipSpacePos = vec4(x, y, z, 1.0);
vec4 eyeSpacePos = viewProjectionInverse * clipSpacePos;
return eyeSpacePos.xyz / eyeSpacePos.w;
}
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)
);
void main() {
vec3 pos = gridPlane[gl_VertexIndex].xyz;
nearPoint = unprojectPoint(pos.x, pos.y, 0.0, ubo.viewProjectionInverse);
farPoint = unprojectPoint(pos.x, pos.y, 1.0, ubo.viewProjectionInverse);
view = ubo.view;
projection = ubo.projection;
gl_Position = vec4(pos, 1.0);
}